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Tumble Recovery [Solved]

Posted: Wed Jun 24, 2009 1:16 pm
by trainmaster611
In order to make gameplay more realistic in my mod, I've been trying to make laser bolts temporarily 'stun' units that are hit. I've added a push to the bolt explosions but they tend to flip up in the air, fall down, and then get back up.

I'm trying to make it so that they momentarily fall on the ground, and get back up versus a mid-air flip. So that said, would anyone know exactly what parameters would affect this?

Additionally, I'm trying to increase the tumble recovery speed. There is of course in the com_inf_default.odf:
ControlSpeed = "tumble 0.00 0.00 0.10"
but I was under the impression that this simply controlled the player's ability to move while tumbling, not the tumble recovery itself. Any help would be appreciated. :)

Re: Tumble Recovery

Posted: Wed Jun 24, 2009 1:52 pm
by MetalcoreRancor
I use that Control speed to make the Force powers of my jedi so that the jedi can use the "force" to move themselves away from the attacker on ground impact. It doesn't really effect tumble to stop it.

Re: Tumble Recovery

Posted: Wed Jun 24, 2009 2:12 pm
by trainmaster611
What about those 'stunted' tumbles? Like when a unit falls on the ground in a kneel with one hand on the ground. You can usually see it when a jedi force pushes a droid (albeit, that's a glitch) or if you use obiwan's sprint attack too close to a unit.

Re: Tumble Recovery

Posted: Wed Jun 24, 2009 3:47 pm
by [RDH]Zerted
There is a RecoverFromTumble ODF property. You can test it out by using the FakeConsole command which disables/enables it.

Re: Tumble Recovery

Posted: Wed Jun 24, 2009 5:36 pm
by trainmaster611
Cool, that solves the recovery time problem. What's the default value and what value did you put in there?

I also figured out that putting the push value ~3.0 causes a 'stun' like I was looking for.