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global:knockdown [2013/12/09 23:18] Mistermind created |
global:knockdown [2024/12/03 02:34] (current) Mistermind [Options] |
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====== Knock Down Options ====== | ====== Knock Down Options ====== | ||
- | Set how your game behave when a character is knock-down | + | Set how your game behave when a character is in knockdown. Each option represents a different knockdown type. |
- | {{ : | + | {{ : |
- | **Knock Out Time:** How long does the character | + | **Default Knockdown:** When a character |
- | **Get Up Time:** How long will the "get up" animation plays for. | + | **High Knockdown:** When a character gets hit with a '' |
+ | |||
+ | **Mid Knockdown: | ||
+ | |||
+ | **Sweep Knockdown: | ||
+ | |||
+ | **Crumple Knockdown: | ||
+ | |||
+ | **Wall Bounce Knockdown: | ||
- | **Knocked Out Hit Boxes:** Should the character have hitboxes or be invincible while out? | ||
---- | ---- | ||
- | Code Access: '' | + | ==== Options ==== |
+ | |||
+ | |||
+ | **Knock Out Time:** How long the character stays on the ground after being knocked out. | ||
+ | |||
+ | **Stand Up Time:** How long will the related "stand up" animation play for. | ||
+ | |||
+ | **Knockdown Hit Boxes:** Should the character have hitboxes or be invincible while down? | ||
+ | |||
+ | **Allow Quick Stand:** If toggled on, when the selected buttons are pressed the character will stand up quicker. | ||
+ | |||
+ | **Allow Delayed Stand:** If toggled on, when the selected buttons are held down the character will stay out a little longer. | ||
+ | |||
+ | **Predefined Push Force:** Some knockdown options must have a predefined push force applied so you can sync the animation up when these physics are applied into the game. | ||
+ | |||
+ | |||
+ | **Notes: | ||
+ | * Crumple Knockdown time is defined by the hit stun applied during the hit. | ||
+ | * While in Crumple state the character will retain its hitboxes, but be invincible while standing up from it. Toggling "Stand Up Hit Boxes" will have their hitboxes exposed. | ||
+ | * If any vertical forces are applied during a crumple hit, the character flies off into a '' | ||
---- | ---- | ||
+ | Code access: | ||
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
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+ | |||
+ | Code example: | ||
+ | <code c#> | ||
+ | void OnRoundBegins(int round){ | ||
+ | if (round == 3) UFE.config.knockDownOptions.sweep.knockedOutHitBoxes = true; | ||
+ | } | ||
+ | </ | ||
+ | ---- | ||
+ | |||
+ | [[global: |