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Topic: Self-applied forces make the opponent fall on hit

Hello,

When I apply self-applied forces on X and Y to a character and that this character hit the opponent, the opponent will fall as you can see in this video.

https://streamable.com/t3hc8x

I guess it's a bug because in 2D it's not the case, the opponent is not falling on hit.

Is there something I can do to avoid that?

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Re: Self-applied forces make the opponent fall on hit

Will investigate this further and get back to you.

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Re: Self-applied forces make the opponent fall on hit

Cool, thank you smile

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Re: Self-applied forces make the opponent fall on hit

What happens when a larger amount of y force is applied? Try with triple digits, I have a feeling it could be the Character's weight causing a low launch.

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5 (edited by Az 2022-05-27 15:14:49)

Re: Self-applied forces make the opponent fall on hit

FreedTerror wrote:

What happens when a larger amount of y force is applied? Try with triple digits, I have a feeling it could be the Character's weight causing a low launch.

I did a quick test and I think you found something!

Increasing the force on Y too much makes the character go in the air nearly immediately and it misses its target.

So I tried with less force and what I discovered is that when increasing the force on Y to minimum 25, it seems to fix the issue, at least when the character's weight is 380. (It was a mirror match so I'm not sure of what happen when both characters are different with a different weight, I will test later today)

When the character's weight is lower (I tried 300) the minimum force to apply to not fall become 20.

Thanks!

EDIT :Did more tests, it's the caster's weight that matter, the opponent's weight is not important.

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Re: Self-applied forces make the opponent fall on hit

Try looking at force options in global options
https://i.imgur.com/7NNDy8U.png

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7 (edited by Az 2022-05-29 02:22:09)

Re: Self-applied forces make the opponent fall on hit

I changed both Minimum Jungle Force and Minimum Knock Back Force, ranging from 0 to 10.000 but it changed nothing.

However, setting the weight of every characters to 3800 fixed the issue and makes animations look much smoother, so I'm happy with the situation now.

Thank you

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