Code in question: library>player>behaviors>Damage
If you open the dropbox link, you will see two videos attached; ‘crash.webm’, and ‘problem at question.webm.’ These videos are to give you a visual understanding of what is happening. I’ve also attached the link to the game, which is unlisted. The video attached labeled ‘crash.webm’ shows the code of the player when interacting with a damage collision mask. If you take a look at the video attached labled ‘problem in question.webm’, you can see that I indeed managed to program the knock-back. However, you can also see that the player only takes the full knock-back when his X velocity is 0; in other words, if the player is standing still. The code in question is where the equation is in ‘crash.webm’. As you can see, I attempted to fix this issue via the equation. In ‘crash.webm’, it is coded so the knock-back you get from touching an enemy is relative to your x velocity. ex. A=base knock-back(-8), B=X velocity(x). A-B(-1). The answer is always negative because the output feeds into the forward impulse block, therefore giving it knock-back. I can confidently say that I’ve narrowed it down to the equation itself when I disconnected the result of the equation from the impulse block, which means there’s something happening with the equation itself. Any feedback would be appriciated, even if this looks a little complicated for you, feedback won’t go unoticed.