Get Up Time
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Tygr
- Corporal

- Posts: 150
- Joined: Mon Aug 25, 2008 1:11 pm
Get Up Time
Is there any way to make a unit get up more quickly after being knocked down? I get very sick of the Gammoreans hitting me over and over again because the unit can't get up quickly enough 
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Master_Ben
- Lieutenant General

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Re: Get Up Time
As far as I know, that's an animation, you'd have to edit it in XSI and create a new one.
Animation tut(if you don't know already...): http://www.gametoast.com/forums/viewtop ... 07#p210807
It applies to any player anim.
Animation tut(if you don't know already...): http://www.gametoast.com/forums/viewtop ... 07#p210807
It applies to any player anim.
- Null_Clone_Assasin
- Lance Corporal
- Posts: 90
- Joined: Wed Nov 12, 2008 7:24 pm
Re: Get Up Time
im not realy sure, ben is probobly right
the only way i know of is in the FC.
ask Zerted how he did it
the only way i know of is in the FC.
ask Zerted how he did it
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Grev
- Hoth Battle Chief

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Re: Get Up Time
Its got something to do with animations, but it doesn't involve making a new one. Its called kickback in the anim files.
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Tygr
- Corporal

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Re: Get Up Time
I noticed that when heroes get hit, they kinda duck rather than fall. could I replace the get up animation with that one? If so, does anyone know which unmunged animation file that would be? I've munged animations before, so that's not a problem.
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Master_Ben
- Lieutenant General

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Re: Get Up Time
Really? For me they o sometimes, but almost always get hit back.
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Grev
- Hoth Battle Chief

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Re: Get Up Time
The duck is for certain parts of the combo I think. For instance, a luke hits you with the second part of his attack combo, and you duck. When he does his last attack, you fall over. All of Maul's attacks induce falling over, and so does every characters run combo attack. Its got something to do with the actual attack, so I'd look it over. Look in RepSharpshooter's Rhen Var WIP thread in pages around the end he had a talk with Mav about this.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Get Up Time
There are two things that affect how characters are knocked down by melee weapons.
The first is obvious - melee weapon attacks (combo states) for the most part all have a "push" value assigned to them, which can be modified to whatever you want. The greater the push value, the "harder" a character will be knocked down.
The second is only a supposition I've made, but I think experimenting with this enough will bear me out. I'm fairly sure that attacks that do a lesser percentage of their target's max health "knock down" less (than ones that do a greater percentage). This is to say:
-If a unit has 50000 health and is hit by a melee attack (regardless of push value) that does 400 damage, it will be knocked down less than a unit that takes the same hit but only has 500 health, OR
-If a unit has 50000 health and is hit by a melee attack that does 1000 damage, it will be knocked down less than the same unit will be knocked down if it's hit by an attack that does 2500 damage.
Whether my second supposition is true or not, it's easy enough to control knockdown by adjusting the push rate. I've done this before in a lot of things - this is how I balanced the melee units in the KotOR sides (so that they're not crazy-strong).
The first is obvious - melee weapon attacks (combo states) for the most part all have a "push" value assigned to them, which can be modified to whatever you want. The greater the push value, the "harder" a character will be knocked down.
The second is only a supposition I've made, but I think experimenting with this enough will bear me out. I'm fairly sure that attacks that do a lesser percentage of their target's max health "knock down" less (than ones that do a greater percentage). This is to say:
-If a unit has 50000 health and is hit by a melee attack (regardless of push value) that does 400 damage, it will be knocked down less than a unit that takes the same hit but only has 500 health, OR
-If a unit has 50000 health and is hit by a melee attack that does 1000 damage, it will be knocked down less than the same unit will be knocked down if it's hit by an attack that does 2500 damage.
Whether my second supposition is true or not, it's easy enough to control knockdown by adjusting the push rate. I've done this before in a lot of things - this is how I balanced the melee units in the KotOR sides (so that they're not crazy-strong).
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Master_Ben
- Lieutenant General

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Re: Get Up Time
Cool, thanks Mav.

