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global:knockdown [2014/01/09 01:36]
Mistermind
global:knockdown [2016/01/14 23:20] (current)
Mistermind [Knock Down Options]
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 ====== Knock Down Options ====== ====== Knock Down Options ======
-Set how your game behave when a character gets knockdown. Each option represents a different knockdown type.+Set how your game behave when a character is in knockdown. Each option represents a different knockdown type.
  
-{{ :global:global_knockdown.jpg?nolink |}}+{{ :global:global_knockdown.png?nolink |}}
  
 **Default Knockdown:** When a character gets hit of the air, once they hit the ground, these options are applied. **Default Knockdown:** When a character gets hit of the air, once they hit the ground, these options are applied.
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 **High Knockdown:** When a character gets hit with a ''High Knockdown'' hit type, 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.+**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. **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. **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.
  
  
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-**Knock Out Time:** How long does the character stays on the ground after being knocked out.+**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 plays for.+**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 out?+**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 Quick Stand:** If toggled on, when the selected buttons are pressed the character will stand up quicker (not functional yet).
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   * Crumple Knockdown time is defined by the hit stun applied during the hit.   * 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.   * 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 ''corkscrew'' animation. If no animation is set it uses the default ''Get Hit Air''.+  * 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''.
  
 ---- ----
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 ''UFE.config.knockDownOptions.highLow'' ''UFE.config.knockDownOptions.highLow''
 +
 +''UFE.config.knockDownOptions.sweep''
  
 ''UFE.config.knockDownOptions.crumple'' ''UFE.config.knockDownOptions.crumple''
global/knockdown.1389249414.txt.gz · Last modified: 2014/01/09 01:36 by Mistermind