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global:combo [2016/01/14 22:05] Mistermind |
global:combo [2021/04/26 23:29] Mistermind |
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* __Allow Moves:__ After the hit stun runs out (air recovery), characters can immediately execute any move while still in the air. | * __Allow Moves:__ After the hit stun runs out (air recovery), characters can immediately execute any move while still in the air. | ||
* __Cant Move:__ After the hit stun runs out (air recovery), the character can't move, but will land standing. | * __Cant Move:__ After the hit stun runs out (air recovery), the character can't move, but will land standing. | ||
- | * __Dont Recover:__ The hit stun never runs out. Any hit done in the air (or launcher) knocks | + | * __Dont Recover:__ The hit stun never runs out. Any hit done in the air (or launcher) knocks |
**Reset Falling Force On Hit:** If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles. | **Reset Falling Force On Hit:** If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles. | ||
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Code example: | Code example: | ||
- | <code c#>void OnHit(MoveInfo move, CharacterInfo | + | <code c#>void OnHit(MoveInfo move, ControlsScript |
if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | ||
} | } |