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The recoil and stun appear to be built into the character animation logic, in conjunction with the engine's fight AI calculations.  I do not see any simple way to provide a way to override that with scripts at the moment.  With the current design, it might be possible to eliminate the stun/recoil by removing the animation from the .ani files, or maybe the character action attributes (e.g. actions.hit_.... attributes in SetDefaultFight script function), but that would remove it for all times, not just a case-by-case basis, and I don't think you can induce a hit/recoil upon a character without the engine AI calculating an actual character hit at the moment.

(3 edits)

F**k, it doesnt work from scripts at least. I wrote something like this in LAi_ApplyCharacterAttackDamage: 

if(stunEnable) 

{

enemy.actions.hit_attack.h1 = "";

enemy.actions.hit_attack.h2 = "";

enemy.actions.hit_attack.h3 = "";

}

But actually enemy has this animations. I think it will work only after reLogin. And now I absolutly know, that it should work in engine. If I (or u) could create event, which will calculate chance of "NonStun" it gonna be great addition to fighting. I know how to write events code, but i cant change engine for this event, which should let Char to stun after hit, or doesnt let, in dependence of events calculations results.

(1 edit)

I want to say, that attributes are empty, but char still can have stun after hit.

Also I deleted this:

character.actions.hit_attack.h1 = "";

character.actions.hit_attack.h2 = "";

character.actions.hit_attack.h3 = "";

In SetDefaultFight, and Char still stuns from hits...

I still waiting :3