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global:block [2013/12/09 23:04]
Mistermind
global:block [2022/12/06 15:07] (current)
FreedTerror
Line 2: Line 2:
 Set how combos and deterioration behave in your game.  Set how combos and deterioration behave in your game. 
  
-{{ :global:global_block.jpg?nolink |}}+{{ :global:global_blockoptions.png?nolink |}} 
 + 
 + 
 +---- 
 +===== Block =====
  
 **Block Input:** The selected game input for blocking. **Block Input:** The selected game input for blocking.
  
-**Block Effect:** A prefab with particle effects that is fired when the character blocks.+**Allow Air Block:** If enabled, characters can block while in the air.
  
-**Effect Kill Time:** How long should the effect last before being destroyed.+**Ignored Applied Forces:** If enabled, the character will not be pushed by the hit.
  
-**Block Sound:** A sound effect that plays when a character blocks.+__Note__The air block mechanics in UFE is inspired by the Marvel Vs series.
  
-**Allow Air Block:** Rather or not characters can block while in the air.+**Allow Move Canceling:** If enabled, move can be preformed while blocking.
  
 +----
 +===== Parry =====
  
-**Parry Input:** What input should the player "tap" to be able to parry (or "just block") a hit+**Parry Input:** What input should the player "tap" to be able to parry (or "just block") a hit.
  
-**Parry Timing:** The lower the number, the harder it is to parry+**Parry Timing:** The lower the number, the harder it is to parry.
  
-**Parry Effect:** A prefab with particle effects that is fired when the character parries.+**Parry Stun Type:** 
 +   * **Fixed:** Choose the amount of fixed frames the parry animation will run for. 
 +   * **Block Stun Percentage:** Instead of a fixed value, the parry can be based off the amount of block stun the hit generates.
  
-**Effect Kill Time:** How long should the effect last before being destroyed.+**Highlight When Parry**: Should a character flash to a new color when they parry?
  
-**Parry Sound:** A sound effect that plays when a character parries.+**Parry Color Mask:** If highlight is toggled, the character will flash into this color for a split second when parrying.
  
-**Allow Air Parry:** Rather or not characters can parry while in the air.+**Allow Air Parry:** Whether or not characters can parry while in the air.
  
-**Highlight When Parry**: Should a character flash to a new color when they parry?+**Ignore Applied Forces:** If enabled, the character will not be pushed by the hit. 
 + 
 +**Reset Button Sequence:** Removes the character's store button sequence after they parry. 
 + 
 +**Enable Easy Parry:** Make it easier to Parry by allowing single parry window (''Parry Timing'') to be used in multiple sequential hits.
  
-**Parry Color:** If highlight is toggled, the character will flash into this color for a split second when parrying. 
  
 ---- ----
-Code Access: ''UFE.config.blockOptions''+Code access 
 + 
 +''UFE.config.blockOptions'' 
 + 
 +Code example:  
 + 
 + 
 +<code c#> 
 +if (UFE.config.player1Character.currentLifePoints < 10){ 
 + UFE.config.blockOptions.parryColor = Color.red; 
 +
 +</code>
 ---- ----
 +
 +[[global:start|< Back to Global Editor]]
global/block.1386648281.txt.gz · Last modified: 2013/12/09 23:04 by Mistermind