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move:opponentoverride [2014/10/25 19:07]
Justin H.
move:opponentoverride [2017/04/27 16:03] (current)
Mistermind
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 ====== Opponent Override ====== ====== Opponent Override ======
-Here you can set an override move for your opponent.  This is mainly used for throw reactions, or any move that requires the opponent to react in a specific way.+Here you can set an override move for your opponent. This is mainly used for throw reactions, or any move that requires the opponent to react in a specific way.\\ 
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 +{{ :move:move_opponentoverride.jpg?nolink |}}
  
 When the casting frame is reached, it will immediately override the opponent position and move with the one listed here. This move will act like it's being cast by the opponent. To override their controls, make sure you also set the stun options. When the casting frame is reached, it will immediately override the opponent position and move with the one listed here. This move will act like it's being cast by the opponent. To override their controls, make sure you also set the stun options.
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 ==== Casting Options ==== ==== Casting Options ====
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   * **Move Speed:** How fast/smooth to move the opponent to this position (as percentage).   * **Move Speed:** How fast/smooth to move the opponent to this position (as percentage).
  
-**Override Hit Animations:** Toggle if we also override the opponent's ''Get Hit'' animations You will want this for predefined throw reactions.+**Override Hit Animations:** When toggled the override animation will not be interrupted by regular [[move:activeframes|hits]]. You will want this for predefined throw reactions.
  
 **Reset All Applied Forces:** Toggle to reset all applied forces to the opponent to 0.  If the override animation moves the character realistically, you should also override applied forces to prevent affecting the opponent with physics. **Reset All Applied Forces:** Toggle to reset all applied forces to the opponent to 0.  If the override animation moves the character realistically, you should also override applied forces to prevent affecting the opponent with physics.
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   * **Stun time (frames):** How long will the stun last, in frames. Manually controlling the stun time is also useful if you want the opponent to be able to partially react to a certain move sequence (such as Killer Instinct combo breakers).   * **Stun time (frames):** How long will the stun last, in frames. Manually controlling the stun time is also useful if you want the opponent to be able to partially react to a certain move sequence (such as Killer Instinct combo breakers).
   * **Stand Up Animation:** If the opponent is still stunned after the move ends, you can opt to have the animation end with a knock down (such as throws/grappling moves). When that happen you can select which of the predefined ''Stand Up'' animations the character should trigger after the stun ends. Select //None// if you do not wish to use this option.   * **Stand Up Animation:** If the opponent is still stunned after the move ends, you can opt to have the animation end with a knock down (such as throws/grappling moves). When that happen you can select which of the predefined ''Stand Up'' animations the character should trigger after the stun ends. Select //None// if you do not wish to use this option.
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 ==== Move Override ==== ==== Move Override ====
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   * **Character Name:** Character's name for this override.  Must match the Name in [[character:start|Character Editor]].   * **Character Name:** Character's name for this override.  Must match the Name in [[character:start|Character Editor]].
   * **Move:** The move file for this character.  The character must also have this move file in their move set.   * **Move:** The move file for this character.  The character must also have this move file in their move set.
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 ==== Orientation ==== ==== Orientation ====
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 NOTE: Setting both of the above effectively performs the [[global:rotation|Auto Mirror]] but without requiring the character to be on the other side. NOTE: Setting both of the above effectively performs the [[global:rotation|Auto Mirror]] but without requiring the character to be on the other side.
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 ==== Preview ==== ==== Preview ====
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 Click the **New Override** to add a new override move. Click the **New Override** to add a new override move.
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 +[[move:start|< Back to Move Editor]]
move/opponentoverride.1414278429.txt.gz · Last modified: 2014/10/25 19:07 by Justin H.