Thanks, Starting to get the hang of the ability system now. Created my own knockback ability from watching the New Ability tutorial and applying my own logic using part of the jump animation as knockback and placing the object identifier on the enemy. I can get animations to play and return to idle. Adding force however is not so easy.
After following the tutorial carefully I noticed;
public class Knockback : DetectObjectAbilityBase// Allows animations and the exit event, but could not get force or on trigger events. I usually just use mono behaviour when scripting my force jump/bounce events usually around health impact and add in a force type code.
I also experimented with the existing ability 'Impact Knockback' (default ability index 13) Tried auto setting to play on start, to see an example but it wouldn't respond. (also not sure if that 'impact Knockback' is just an animation as opposed to add force. It's looking great so far, I may be trying too much too soon, but would be good to get knockback force working. I'm sure there must be a simpler solution. Basically after being hit by a boss in the game player has to receive enough force to move across the screen and land.