I have these problems:
- Some battle animations not working: Some animations, like death, idle, move, don't work, but some, like attack, item, do work, this is kinda weird because all the animations have the same settings...
- Battle cameras: I can't properly set the battle cameras, I change the positions, rotations, but they change everytime I enter battle. I mean, I enter battle and the camera positions are A, I finish battle. I enter another battle and the camera positions are B.
They keep changing all the time. I need proper settings for this.
Thanks for your amazing support!
If a camera is set in local space, it'll change it's position in local space of the target object, i.e. it will always display the object from the same view (e.g. always from the right).
A camera in global space (i.e. with Local Space disabled) will always display the target object from the same global view, e.g. it will always look at the object from the south.
With battle animations, like Ntelliware said - you either have to add a Calculate step (found in Battle Steps) to the used battle event, or enable Calculation Needed in the Event Settings.
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I'm still relatively new to this, so my advice might just be 'well, duh', but it's out there now :p
I will focus on other development subjects meanwhile.
1. You either need to set the combatant's Box Radius, or use the Secure Move option in the Change Position step, otherwise the combatant tries to move to a position he can't reach, because the target is blocking the way and the event doesn't continue.
2. The runtotarget battle event as Calculation Needed enabled in the Event Settings, leading to doing damage after running to the target and not in the attack event.
3. In the simplestart battle start event, the first Fade Screen step needs to have Wait enabled (or increase the wait step's time before the 2nd camera change. The first camera change is still fading while you do the 2nd camera change because it takes 1 second and there is only a wait time of 0.6 seconds in total between them.
Death and other events are working when you set them up on your combatants (e.g. the enemy didn't have them set up) - once I added them, they're working fine :)
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I'm closer to fixing this but I need to know how to disable 100% these controllers to see if I was right.
If I wasn't, then the solution you provided me isn't working, and I'll have to keep trying...
To get idle and move animations to work, you'll either need to enable Use Auto Animation in the combatant's Animation Settings or use a custom animation controller.
When the death animation is enabled and added to the combatant (and enabled for the used battle system), it should work as expected - it did when I tested it with the tutorial resources.
When you're using custom resources, you need to check if the death animation you set up (in Base/Control > Animations) are correct (e.g. name of the legacy animation).
E.g. when there is no animation found, non will be played and the event will just continue with the next step without waiting - probably looking like death isn't executed at all ...
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