Solved Giving enemies a "tossed" state through non-grab attacks.

Question that is answered or resolved.
Hello there, fellow developers!

One of my character has a "shoulder bash" attack, that stops (through followcon) after hitting a enemy.
The attack has a high knockdown value, which ensures to hurl the enemy far away.

So far, so good, ok?

Now I want the knocked down enemy to hit other enemies while on this fall state, just like enemies thrown by a grab attack.
I used a attack5 for this shoulder attack, forcing the enemy to go into fall5, and now I want fall5 to have this feature.

Any suggestions on how to accomplish this?
Maybe setting certain entityproperties to force a "tossed" state, thus enabling the enemy use it's projectilehit header info?
 
Paulo HP Bender,

You don't need any scripts or tricks, the engine can handle this natively.

Look up attack.damage.land.mode in the manual, or
damageonlanding {type} if you're using legacy boxes. Those properties control turning on the blast/tossed state of hit entity.

HTH,
DC
 
Then, using the commands as below:

attack.damage.land.force - 0 #I don't want the entity to take extra damage when hitting the floor.
attack.damage.land.mode - 1

I'll be able to use the entity's attack attackbox declared on it's FALL animation according to it's projectilehit property, instead of it's candamage property.

I'll give it a try as soon as I get home, thanks A LOT for the help!
 
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