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Thread: Knockback effect?

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    Knockback effect?

    Does anyone know how to make this in mmf2?

    What i want is the enemy im hitting to "fly" back a bit then start chasing/attacking me again.

    I tried google but couldn't find anything regarding this subject for mmf2.

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    Re: Knockback effect?

    Why dont you have a go at custom coding an effect like that?
    You cant rely on standard movements for everything. Most good engines are custom built.

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    Re: Knockback effect?

    Actually the built in movements probably could handle this. Perhaps try something like when you hit the enemy it's movement is set to Bouncing Ball with the initial direction being whatever direction the thing that hit it was moving. Set one of the alterable values on it when it it hit and have a behavior decrement it (the alt value) by one each frame if it's greater than zero. When it gets to one, change back to the normal movement and zero the value.

    You could expand the idea with stuff like setting the speed of the ball movement higher or lower if the hit is "hard" or "soft", and set it to go back to normal movement immediately if it hits an obstacle.

    You can set up a system for this quite easily using global events and qualifiers so that all "weapons" knockback all "enemies".


    MMF is all about finding clever ways to combine the stuff you have.

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    Re: Knockback effect?

    Custom movement would probably, in another of my humble opinions, be best. If your enemy gets hit from <---:

    Weapon hits enemy
    Enemy: Set X position to X of enemy -1 (or more)
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Re: Knockback effect?

    or you can just use the bounce effect for a bouncing ball, it would be easiest

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