paulo.bender
Member
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?
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?