Solved How is OTG implemented in Open BOR 4.0 (build 7555)

Question that is answered or resolved.

tightninja

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Does it require a hit box?
Does the hit box have to be on the rise animation?
Does the game know when and enemy is "on the ground" regardless of animation state?

Just trying to understand the logic flow before I go through and edit a bunch of animations incorrectly.

Thanks!
 
Solution
Does it require a hit box?
Does the hit box have to be on the rise animation?
Does the game know when and enemy is "on the ground" regardless of animation state?

Just trying to understand the logic flow before I go through and edit a bunch of animations incorrectly.

Thanks!

It works like it always did, and like attacks always do. Meaning you must have an attack box hitting a body box.

All OTG does is override the default behavior - which is normally to ignore attack hits when knocked down.

Knocked down state means the falling flag is on and the entity's current height = its base height. It doesn't have anything to do with the animation. The flag sets false soon as you begin to rise. In other words, OTG has no effect on...
Does it require a hit box?
Does the hit box have to be on the rise animation?
Does the game know when and enemy is "on the ground" regardless of animation state?

Just trying to understand the logic flow before I go through and edit a bunch of animations incorrectly.

Thanks!

It works like it always did, and like attacks always do. Meaning you must have an attack box hitting a body box.

All OTG does is override the default behavior - which is normally to ignore attack hits when knocked down.

Knocked down state means the falling flag is on and the entity's current height = its base height. It doesn't have anything to do with the animation. The flag sets false soon as you begin to rise. In other words, OTG has no effect on rising or rise attacks at all.

DC
 
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