Table of Contents

Knock Down Options

Set how your game behave when a character is in knockdown. Each option represents a different knockdown type.

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:


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;
}

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