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Set how your game behave when a character gets knockdown. Each option represents a different knockdown type.
Default Knockdown: When a character gets hit of the air, once they hit the ground, these options are applied.
High Knockdown: When a character gets hit with a High Knockdown
hit type, these options are applied.
High-Low Knockdown: When a character gets hit with a High-Low Knockdown
hit type, these options are applied.
Sweep Knockdown: When a character gets hit with a Sweep Knockdown
hit type, these options are applied.
Crumple Knockdown: When a character gets hit by a Crumple
hit strength, these options are applied.
Knock Out Time: How long does the character stays on the ground after being knocked out.
Stand Up Time: How long will the related “stand up” animation plays for.
Stand Up Hit Boxes: Should the character have hitboxes or be invincible while out?
Allow Quick Stand: If toggled on, when the selected buttons are pressed the character will stand up quicker (not functional yet).
Allow Delayed Stand: If toggled on, when the selected buttons are held down the character will stay out a little longer (not functional yet).
Predefined Push Force: Some knockdown options must have a predefined push force applied so you can make it look right when these physics are applied into the game.
Notes:
corkscrew
animation. If no animation is set it uses the default Get Hit Air
.Code access:
UFE.config.knockDownOptions
Code example:
void OnRoundBegins(int round){ if (round == 3) UFE.config.knockDownOptions.knockedOutHitBoxes = true; }