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Universal Fighting Engine Forum → Suggestions → Chain/cancel into standard animation
What about making a "Move" called "jump"?
One of the default characters (Robot Kyle) has an auto jump after launching the opponent. There's a move called Super Jump, which is the jump used for this chain.
Basically, it's as MrPonton says - you can make an attack that behaves like a jump. Have a look at Robot Kyle's set up and you'll get the idea. Notice there's no active frames, and the self applied forces is what makes him jump (and casting frame is set to match character's jump delay).
For crouch, try a 1-2 frame crouch move, which shares the same animation as your character's crouch (so it looks the same and players can't tell it's a new move). Set the execution to Down, reset X forces, no active frames and that might work.
Also, have you tried playing around with the friction stuff in physics?
One of the default characters (Robot Kyle) has an auto jump after launching the opponent. There's a move called Super Jump, which is the jump used for this chain.
Basically, it's as MrPonton says - you can make an attack that behaves like a jump. Have a look at Robot Kyle's set up and you'll get the idea. Notice there's no active frames, and the self applied forces is what makes him jump (and casting frame is set to match character's jump delay).
For crouch, try a 1-2 frame crouch move, which shares the same animation as your character's crouch (so it looks the same and players can't tell it's a new move). Set the execution to Down, reset X forces, no active frames and that might work.
Also, have you tried playing around with the friction stuff in physics?
One of the default characters (Robot Kyle) has an auto jump after launching the opponent. There's a move called Super Jump, which is the jump used for this chain.
Basically, it's as MrPonton says - you can make an attack that behaves like a jump. Have a look at Robot Kyle's set up and you'll get the idea. Notice there's no active frames, and the self applied forces is what makes him jump (and casting frame is set to match character's jump delay).
For crouch, try a 1-2 frame crouch move, which shares the same animation as your character's crouch (so it looks the same and players can't tell it's a new move). Set the execution to Down, reset X forces, no active frames and that might work.
Also, have you tried playing around with the friction stuff in physics?
Yes I have tried the work around of making a move to mimic the standard animations, and for the most part it works,but making a move for crouch,jump or block just seems redundant just for common cancel types.
I have been looking into modifying some of the editor scripts to do this.
Personally, for this sort of thing I'm hesitant to modify stuff pertaining to idle/crouch/jump etc, as those states are determined by the game engine and the player doesn't really get direct control over them. I would imagine if you did do that, you could end up with Roll Cancel like mechanics, where a property of one state is inherited by another state (i.e. you're in knockdown state but actually standing so you can't be hit by anything).
Can you describe the type of wave dashing you are wanting to do (like from which game, or how it behaves)? Let's see if we can work something out
I think there might be possibilities to allow moves to be canceled into certain normal moves. I haven't had the time to study that yet, but it does sound doable. I'll look into it when I have the time.
Universal Fighting Engine Forum → Suggestions → Chain/cancel into standard animation
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