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Hit Effects Options
Define the effects and how each hit type behaves. These hit types can later on be used in your moves.
Hit Effect Group
Particle Effect: A prefab with particle effects that is fired when the character gets hit by this hit type.
Effect Duration: Time before effect prefab is destroyed.
Sound Effect: What sound effect will be played when a move with this hit type hits.
Stick to Character: If enabled, the effect prefab will follow the character.
Freezing Time: The game will freeze for a very brief moment (in seconds) when a hit connects.
Auto Hit Stop: When toggled it will use the freezing time value as a variant for both freezing the character being hit and the physics at play. Untoggle to use different variants (such as parry events).
Animation Speed (%): When a hit confirms, the animation speed of both characters will be set for this value. By default, this is set to 0 (a complete freeze during the freezing time).
Example: For a slow motion effect, set this to a value between 1 and 20%.
Shake Character On Hit: During the freezing time, the character can shake very slightly giving a more convincing hit effect.
Shake Camera On Hit: To make the hit more impacting, you can also set the camera to shake slightly during freezing time.
Shake Density: How much shake will be applied to the camera and character during freezing time.
Code access:
UFE.config.hitOptions.weakHit
UFE.config.hitOptions.mediumHit
UFE.config.hitOptions.heavyHit
UFE.config.hitOptions.crumpleHit
UFE.config.hitOptions.blockHit
UFE.config.hitOptions.parryHit
UFE.config.hitOptions.customHit1
UFE.config.hitOptions.customHit2
UFE.config.hitOptions.customHit3
Code example:
void OnNewAlert(string alertMsg, CharacterInfo player){
if (alertMsg == UFE.config.selectedLanguage.fight) {
UFE.config.hitOptions.crumpleHit.shakeDensity = .1f;
}
}
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