Yeah, knockback is already possible with the event system, e.g. physics based using the rigidbody nodes.
If you need stuff based on the used ability, you can define those values as ability variables and use them through selected data in the event.
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Depends on the effect you want. You can either use a block that moves the object or ads a force - there's many ways to move combatants around via events.
When you use an ability, you can make it trigger a battle event. The event blocks of the event can be used to move the player. Check out battle events.
I guess 'blocks' means the nodes :) When not using rigidbody, you can use one of the many movement nodes, e.g. Move Into Direction or Change Position - since this is for pushing the enemy somewhere, you'll probably want to disable Face Direction.
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Seriously every day that I heavily use ORK now, I understand its potential, and I'm like "lets rush to get a game out before everyone starts using it" lol j/k, but in all seriousness, I'm pretty sure the 100$ is under valued.
Hm, you could use a game event started by one of the Collision start types for that.
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Is the event starting? If yes, post some details about your node's setup.
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Make sure you're using the correct actor in your nodes - and what's the setup for the Change Position node?
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If you need stuff based on the used ability, you can define those values as ability variables and use them through selected data in the event.
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Is "addforce rigidbody" correct?
I'm not sure what you mean by "block that moves the object or ads a force".
When not using rigidbody, you can use one of the many movement nodes, e.g. Move Into Direction or Change Position - since this is for pushing the enemy somewhere, you'll probably want to disable Face Direction.
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Is there any easy ways to set up knockback in a scene, e.g. When my combatant collides with a wall, that wall will apply a knockback.
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I'll send you a scene GIL or someone could help. =)
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Node setup is: game events - event settings - check combatant - change position
If that node setup is even close to right, I'll assume I need to tweak each of the nodes settings for this to work.
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