Topic: Bug on knock down attacks

Hey guys,
I am facing a bug. If I use an attack that has a High or Low knock down Hit type, the enemy gets knock down. But their state stays on "Stand", therefore they just lerp back to idle state and the standing up animation won't play.
It works correctly for other types of HitType. Like sweeping. It just don't work on High Knockdown or Mid Knockdown. Any pointers?

Here is a video you can see:
https://youtu.be/Y4KIiCEjuDc

I change the hittype to sweep in the middle of the video to show you the bug.

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2 (edited by miladzarrin1 2022-08-22 05:17:32)

Re: Bug on knock down attacks

I found out that if I set a number on Global Settings > Knock Down Options > Predefined Push Force, this particular bug won't happen and the character uses stand-up animation. Not sure why that is, but if those values are set to zero, the bug happens for me.

https://i.ibb.co/1qGN7WQ/Force.jpg

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Re: Bug on knock down attacks

You may not have the correct basic moves setup. Does it say anything in the console?

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Re: Bug on knock down attacks

miladzarrin1 wrote:

I found out that if I set a number on Global Settings > Knock Down Options > Predefined Push Force, this particular bug won't happen and the character uses stand-up animation. Not sure why that is, but if those values are set to zero, the bug happens for me.

I fixed your image post. When posting an image, just use this provided link (BBCode full link):
https://i.ibb.co/fdD5TPG/image.png

As for the issue, you need to setup an animation under Basic Moves -> Stand Up Animations -> From Crumple:
https://i.ibb.co/M9VLdkn/image.png

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Re: Bug on knock down attacks

Thanks for the answer and fixing the image issue.
But I am afraid that's not my case. I already set all of the standing up animations and as you can see in the video and in the snapshop I shared here, the bug is clear. The status of the character is still standing, while he's actually on ground and that's when the bug happens.

https://i.ibb.co/S3HkyWm/bug3.jpg


Please pay attention to state parameter. You can watch it in the video here. It's not about standing up animation. It's about the character being in a wrong state sometimes.
https://www.youtube.com/watch?v=Y4KIiCEjuDc

and It's still happening on my project sometimes despite setting the force value. So I really appreciate it if you can help me here.
Thanks in advance

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Re: Bug on knock down attacks

Can we see this moves active frame settings?
You could use a negative force to apply a knockdown instead, but that might not be what your looking for.

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7 (edited by vencious 2022-11-15 09:27:15)

Re: Bug on knock down attacks

Hey guys,

i'm trying to deal with this exact issue all day long. I can not get the opponent into Down state with "Predefined Push Force" set to 0.0

If i set some value for "Y" even small value like 0.01, than it get's into Down state and plays the stand up animation, but the knock down animation is immediate and doesn't play smooth. But if i set "Y" back to 0, then knock down animation plays nice, but then the opponent doesn't get into "Down" state thus not playing the Stand Up animation.

This seems like an issue. How can we fix that !?

Thanks !

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8 (edited by miladzarrin1 2022-12-07 17:28:26)

Re: Bug on knock down attacks

vencious wrote:

Hey guys,

i'm trying to deal with this exact issue all day long. I can not get the opponent into Down state with "Predefined Push Force" set to 0.0

If i set some value for "Y" even small value like 0.01, than it get's into Down state and plays the stand up animation, but the knock down animation is immediate and doesn't play smooth. But if i set "Y" back to 0, then knock down animation plays nice, but then the opponent doesn't get into "Down" state thus not playing the Stand Up animation.

This seems like an issue. How can we fix that !?

Thanks !

Hey if you still have this problem and have the source version, you can use this and fix the issue:
Open ControlScript.cs class and search for

if (hit.hitType == HitType.HighKnockdown)

you'll find 2 instances of it. Go to the one that doesn't have else before it. in the if block just add:

currentState = PossibleStates.Down;

It should be fixed. Do the same for MidKnockdown as well.
Feel free to pm me if you had trouble finding it.

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Re: Bug on knock down attacks

wanted to ask if this method worked , im also facing the same problem with knockdown /wakeup

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Re: Bug on knock down attacks

decoyocelot wrote:

wanted to ask if this method worked , im also facing the same problem with knockdown /wakeup

Hey man, yeah it works. Give it a try.

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Re: Bug on knock down attacks

okay thank you

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12 (edited by decoyocelot 2023-01-30 14:53:36)

Re: Bug on knock down attacks

miladzarrin1 wrote:
decoyocelot wrote:

wanted to ask if this method worked , im also facing the same problem with knockdown /wakeup

Hey man, yeah it works. Give it a try.


hello , sorry for some reason it doesnt seem to work . he just slides bajc into idle form the gound. even when i change the values in knockdown options in global settings . nothing happens .

pany idea what could be wrong ...thanks .

could you please give a guide how you did yours ?

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Re: Bug on knock down attacks

hi , i finally got it to work . for some reason i had to

under the character options hit reactions.

i had to fill in the animation clip  file and the move file . (keep no slot empty if using move file).

thanks for the tip it really solved the problem .

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