====== Knock Down Options ====== Set how your game behave when a character is in knockdown. Each option represents a different knockdown type. {{ :global:global_knockdown.png?nolink |}} **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. **Mid 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. **Wall Bounce Knockdown:** When a character gets hit by a ''Wallbounce'' that knocks the character out, these options are applied. ---- ==== Options ==== **Knock Out Time:** How long the character stays on the ground after being knocked out. **Stand Up Time:** How long will the related "stand up" animation play for. **Knockdown Hit Boxes:** Should the character have hitboxes or be invincible while down? **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 sync the animation up when these physics are applied into the game. **Notes:** * Crumple Knockdown time is defined by the hit stun applied during the hit. * While in Crumple state the character will retain its hitboxes, but be invincible while standing up from it. Toggling "Stand Up Hit Boxes" will have their hitboxes exposed. * If any vertical forces are applied during a crumple hit, the character flies off into a ''knock back'' animation. If no animation is set it uses the default ''Get Hit Air''. ---- Code access: ''UFE.config.knockDownOptions.air'' ''UFE.config.knockDownOptions.high'' ''UFE.config.knockDownOptions.highLow'' ''UFE.config.knockDownOptions.sweep'' ''UFE.config.knockDownOptions.crumple'' Code example: void OnRoundBegins(int round){ if (round == 3) UFE.config.knockDownOptions.sweep.knockedOutHitBoxes = true; } ---- [[global:start|< Back to Global Editor]]