combatant
Opt-in combat. Uses stats health. Anatomical bone hurtboxes by default; authored hurtbox entities override them. Scripts: self.attack(move), self.block(on), self.dodge(), self.combat, self.hitscan(options), self.projectile(options). Damage notifications are combat_damage/combat_hit (already applied, never subtract again).
In scene text
combatant { team "…" friendly_fire true auto_hurtboxes true }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 22
| Field | Type | Unit / range | What it does |
|---|---|---|---|
team | text | — | Same nonempty team is protected unless the attacker has friendly_fire. |
friendly_fire | true / false | — | This fighter can damage its own team. |
auto_hurtboxes | true / false | — | Use anatomical capsules when there are no authored hurtbox entities. |
block_damage | number | 0 … 1 | Damage fraction while blocking the incoming direction. |
block_angle | number | 0 … 180 | Guard half-angle in degrees from the fighter's front (-Z). |
parry_window | number | 0 … 1 | Seconds after raising the guard in which a melee blow from the front is parried: no damage, the attacker staggers (combat result "parried"). 0 never parries; souls-likes use about 0.15-0.2. |
parry_stagger | number | 0 … 5 | How long a parried attacker is thrown off balance (an opening for a riposte). |
head_damage | number | 0 … 10 | Head zone damage multiplier. |
limb_damage | number | 0 … 10 | Arm/leg damage multiplier. |
stagger_damage | number | 0 … 100000 | Applied damage that staggers. It is also the fighter's poise: a smaller hit in the middle of its own move doesn't interrupt the swing (it flinches through it). |
knockdown_damage | number | 0 … 100000 | Applied damage that knocks down (at least stagger_damage). |
knockdown_seconds | number | 0.05 … 30 | Time under physics before getting up, unless dead. |
getup_seconds | number | 0.05 … 10 | Ragdoll-to-animation blend duration. |
getup_clip | text | — | Recovery clip. The physics pose blends into this; idle is a generic stand-up fallback. |
block_clip | text | — | Optional blocking animation; empty keeps the current pose. |
dodge_clip | text | — | Animation played while dodging. |
dodge_fps | number | 1 … 240 | Frames per second of dodge timing. |
dodge_frames | number | 1 … 2400 | Whole frames including dodge recovery. |
invulnerable_start | number | 0 … 2400 | First invulnerable frame (zero-based). |
invulnerable_end | number | 0 … 2400 | First vulnerable frame after dodge invulnerability (exclusive end). |
ragdoll | true / false | — | Use existing physics joints for knockdowns and death when a humanoid rig is available. |
layer_attacks | true / false | — | Attacks play on the upper body over the legs' locomotion (MotionBricks or clips) and the controls stay live: cutting while moving. Off: the move's clip takes the whole body and holds the controls. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us