Topic: Has this feature already been implemented?
How can I implement the behavior after landing as in the following address
"http://www.ufe3d.com/forum/viewtopic.php?id=2751"?
I am using Standard UFE2.
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Universal Fighting Engine Forum → General → Has this feature already been implemented?
How can I implement the behavior after landing as in the following address
"http://www.ufe3d.com/forum/viewtopic.php?id=2751"?
I am using Standard UFE2.
No it hasn't been implemented. The only way that this can be achieved currently, Is with chain moves. Hopefully we can see this feature in the next update.
If you go the chain move route, just make sure the landing move's player condition is set correctly or you might trigger the landing move when you don't want to.
Thank you.
I see that it does not have this feature.
Can you please tell me how I can replace it with "Chain Move"?
Found an old post by me the same setup still works in the current ufe version
I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
I still use this setup in the current UFE version. What makes the landing move trigger at right time is player condition.
Thank you.
This is now possible if all moves in a moveset.
The only issue I ran into with this approach is it prevents other chain moves from being executed.
This happens with variable landing type moves. These are moves that can land at different times like a dive kick move.
Here I have a move that can land at any frame within the window
I set the window for my landing move to cover all possibilities
The problem is I also want to be able to chain into the move below it, but it won't let me.
We just need the option to override the Cancel Move On Landing a move file and we should be good. Hoping for it to be in the next update.
I'll take a look at the code again in that thread the OP posted and see if I can get it to work now that I know a bit more about coding.
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