Topic: Knockout animation

Does anyone know the code that controls which animation plays when a player is ko'd?

I'd like to change it, but can't seem to find the right lines.

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Re: 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.

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Re: Knockout animation

Ive narrowed it down to the Air Juggle [Launcher] Animation. That seems to be playing on ko, but I can't see why.

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Re: Knockout animation

Steviebops wrote:

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.

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Re: Knockout animation

Good idea.
Ill update if I learn more.

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Re: Knockout animation

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.

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