Report this content
We want the Dreams coMmunity to be a safe, diverse and tolerant place for everyone, no matter their age, gender, race, sexual orientation or otherwise. If you believe this content to contradict these principles, you can file a report for our coMmunity teams to investigate.
Note that misuse of the reporting tool will not be tolerated.Item being reported:
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directions, I want that movement to be as stable as possible, which means damping set to max, but then means gravity is no longer applicable.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)?