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Universal Fighting Engine Forum → UFE 1 Source (Deprecated) → Knockout animation
At the moment, the player does a weird little hop into the air before falling down, and I can't figure out what triggers that animation.
Ive narrowed it down to the Air Juggle [Launcher] Animation. That seems to be playing on ko, but I can't see why.
Ive narrowed it down to the Air Juggle [Launcher] Animation. That seems to be playing on ko, but I can't see why.
Could be related to the PhysicsScript.cs' ApplyForces() where the last else for setting the downAnimation is happening?
Just curious as I haven't tested the code myself. You could theoretically put a breakpoint on the move set script with the condition of the specific animation string that's playing so that you can see where it's getting called from.
I changed to code to
if (isDead)
{
if (!isKnockDown)
{
ReleaseStun();
myMoveSetScript.PlayBasicMove(myMoveSetScript.basicMoves.getHitKnockout);
}
etc....
but I cant seem to get it to play that knockout animation right to the end, it gets stopped, even if I use a yield coroutine.
Universal Fighting Engine Forum → UFE 1 Source (Deprecated) → Knockout animation
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