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Thread: Knockback on a vertical axis

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    Knockback on a vertical axis

    Hi everyone, I've got a little question for you on the subject of knockback (yes, I can hear you grown already >.<)

    I remember seeing this in an older post, courtesy of 'Random':

    "Use an alterable value of your player character. Let's say you rename alterable value A to "knockback".

    Add events:

    * "knockback" > 0
    then subtract 1 from "knockback"
    then set x position of player to x position of player -1

    * "knockback" < 0
    then add 1 to "knockback"
    then set x position of player to x position of player +1

    * enemy hits player
    then add to "knockback": x enemy - x player

    <or alternatively>

    * enemy hits player
    then add to "knockback": (Abs(x enemy - x player) / (x enemy - x player)) * 5

    (will knock player back 5 pixels)"


    Now my question is, if I were to use this to do horizontal knockback, Is there a way I can add in the same for vertical, and in a sense cause the character being knocked to move diagonally? Thank you everyone!

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    Re: Knockback on a vertical axis

    why don't you use 2 alt. values and rename on 'horizontal knockback' and one 'vertical knockback' and do the same events again as above but for vertical instead?

    Both events will trigger if the conditions are met which will move a player diagonally as well as straight

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