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global:knockdown

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Table of Contents

Knock Down Options

Set how your game behave when a character gets 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.

High-Low 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.


Options

Knock Out Time: How long does the character stays on the ground after being knocked out.

Stand Up Time: How long will the related “stand up” animation plays for.

Knockdown Hit Boxes: Should the character have hitboxes or be invincible while out?

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.
  • If any vertical forces are applied during a crumple hit, the character flies off into a corkscrew animation. If no animation is set it uses the default Get Hit Air.

Code access:

UFE.config.knockDownOptions

Code example:

void OnRoundBegins(int round){
	if (round == 3) UFE.config.knockDownOptions.sweep.knockedOutHitBoxes = true;
}

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global/knockdown.1389248839.txt.gz · Last modified: 2014/01/09 01:27 by Mistermind