[suggestion] MoveBack

O Ilusionista

Captain 100K
Feature: MoveBack (or dropv change)
How it works?: Ability to give velocity to the target, similar with dropv but works with standing enemies, not only airborn ones.
Why?: I know this could be scripted, but I think this is something that is part of the dropv logic. With this, we can push the enemies foward and backward upon hit, whitout script or additional pain animations.
 
I'm already looking into this as part of an overall collision system revamp, including entities taking up real space and even resistance to being pushed/pulled similar to the way defense vs. offense works.

DC
 
including entities taking up real space and even resistance to being pushed/pulled similar to the way defense vs. offense works.

Hum, that is nice. This is similar to what we call PlayerPush in Mugen:

Disables the player's push checking for one tick. Push checking keeps players from overlapping one another. By temporarily disabling push checking, dodge-type moves in which the player passes through another (but can still be hit) can be implemented.

Required parameters:
value = push_flag (boolean)
If push_flag is nonzero, then push checking is enabled. If push_flag is zero, then push checking is disabled.

 
Yeah, the latest engine already has the variables in place. They don't do anything yet, but will soon. It again goes back to the huge cleanup and revamp I'm working on.

DC
 
a important thing to remember is the be able to turn the playerpush on and off when we want, and the default should be OFF.

In mugen, there is a bug with that: if you walk toward something with player push, you end pushing the enemy back (like it was a rock or a statue), but we hate that, we want like we have in OpenBOR with obstacles: they make you stop and you can't go further.
 
It will most certainly default as off, that's a given. Otherwise old modules would have their game play highly altered at best and probably not work at all.

DC
 
ah, do you plan to add, down on the road, any way to simulate friction? For example, in mugen we have 4 type of psychics:

You need to specify what physics to use in that state. Valid values are "S" for stand, "C" for crouch, "A" for air, and "N" for none. To leave the physics unchanged from the previous state, use a value of "U". If omitted, the value of "N" is assumed. The kind of physics is used to determine how P1 behaves.

For "S" physics, P1 will experience friction with the ground. The value for the friction coefficient is set in the Player Variables.
For "C" physics, P1 will experience friction, just like in the "S" state.
For "A" physics, P1 will accelerate downwards, and if his y-position is greater than 0 (ie. he touches the ground) he will immediately go into his landing state.
If you use "N" P1 will not use any of these pre-programmed physics.

Friction on Crouched state is heavier than friction at the standing state. In OpenBOR, it works like the "N" pyshics, ie no friction with the ground. Once you set a velocity, it will slide on the ground until you set it to 0 or the anim changes.

Again, the default should be N, or it would break the old mods.
 
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