Produce arching knock backs upon impact
I am trying to reproduce the sprinting into a wall and being knocked up and back (in an arch) that you see in the top down Zelda games when slamming into something by sprinting with the Pegasus boots.
But I'm not sure how to pull off the arch for the player object when the knock back occurs. Since I'm using a selector + advanced mover combo to do my auto-running in 4 directions, I want that movement to be as stable as possible, which means damping set to max, but then means gravity is no longer applicable.
So, how can I pull of a set path arching knock back without gravity? And have that apply in the same way regardless of what side the slam occurs (slamming the bottom of a block knock backs the player down, slamming the top knock backs up, so on)?
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If your puppet rotates to face the direction it's moving, you can just use a Mover that's set to Local Space. Local Space means the mover direction will rotate when the puppet rotates. So you can create a mover that points towards the puppet's back and slightly up, give it 100% strength so it sets the player's speed instantaneously, and use a Signal Manipulator to ensure the signal that powers it is a pulse. Then just let gravity pull you back down after the bounce, perhaps disabling controls until the next time the Puppet Interface detects a ground collision.
Also ensure your dash mover only has power while the dash is active, and powers off at the same time the wall bounce is triggered, to prevent your damping from interfering with gravity.
Advanced Mover lets you specify damping separately on each axis, so you could disable damping on the Y axis to allow the dashing character to be affected by gravity. -
Great beef, I never thought to use the mover in such a way! Was stuck in the thinking of limited forward / back movement when it came to mover. Will try that out when I'm next on the game. Thank you for opening my eyes!
Yeah, I managed to do the controls disabling upon impact that you mention. And I did facing in the direction of the auto run by using the set position on a motor bolt, wiring that into my selector setup and then just setting the speed of the bolt to max so the face turning is instant. Seems to work well enough, but we'll see how well it holds up as I add more functionality to my dream. eek!
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