After a knockdown from Kung Fu Palm, Kung Fu Upper, Kung Fu Knee, EX moves and Throw, KFM maintains his horizontal momentum and slides on the ground. Is there a way to change the value at which he travels when knocked down / ground bounced? In the past, I've outright disabled ground bounce, which resolved the issue somewhat, but I'd like to keep that animation without having the character too much slide.In the Common1.cns file, would I modify State 5050 to resolve this issue?Spoiler, click to toggle visibilty[State 5050, 6]type = ChangeStatetrigger1 = Vel Y > 0trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, Const(movement.air.gethit.groundlevel))value = 5100 ;Downed get-hit (hit ground from fall)
Its the default Kung Fu Man. When he ground bounces, he still slides from whichever direction he was hit. When one removes the groundbounce, he stays in place. Thats what I what while retaining the groundbound minus the slide. If I can capture it in a .gif, I'll upload it here.
It doesn't seem like you're fighting regular kung fu man vs regular kung fu man. Which characters are you fighting with, and what states are causing the issue?Use Debug if you dont know the states. Ctrl+D. Tell us both P1's state and P2's state numbers.