edited June 2017 in ORK Support
I'm trying to make a combatant change its position when its hit by an ability. Help please =).
Post edited by FreedTerror on
  • There's a wide range of Movement nodes to do that job :)

    In case you want to move the battle spot as well, that can be accessed through a Waypoint object (instead of Actor), e.g. the User Base is the battle spot of the user.
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  • Is it possible to use the outcome of a formula to determine where a change position node will send a combatant.

    I see an option to use a formula under time used to move the combatant.
  • I haven't tried it, but I think you can use Rigidbody nodes to determine distance from a force.
  • It's somewhat possible - as you already discovered, you can use it to limit the time in some movement nodes.

    Otherwise, you could use a Change Game Variable node to store the formula result into a float variable. Afterwards, you can use a Check Game Variable or Game Variable Fork node to perform different movement nodes based on the value.
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  • Here's what I came up with for a node chain. I'm not really sure how most of these settings work yet.

    Change Game Variable: Global, Value, Float, Formula

    Game Variable Fork: Global, Value, Condition 0: Float, Is Equal, Value

    Then I link certain Change Position nodes to certain parts of the Game Variable Fork node.

    Will these settings work?
  • I'd recommend using the Approximately or Range checks in your Game Variable Fork node, since you're working with float values here.
    Float values have a certain amount of inaccuracy, that could lead to 1 equals 1 being invalid, so it's better to use Approximately here :)
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  • Added Approximately to GVF node.

    Added another battle event to the ability that I'm using.

    I still can't seem to get my combatant to move when it's hit by a spawned prefab with a damage dealer.
  • edited May 2017
    You need to animate the damage dealer using battle events for that. This is done in the ability's Damage Dealer Settings:
    - enable Animate
    - add the battle events you want to use (like for the normal battle events for the ability)

    In the used battle event, make sure to move the Target actor :)
    Post edited by gamingislove on
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  • Added the battle event to damage dealer settings.

    I still can't get the event to work.

    Maybe my event is missing something.



  • Is the damage dealer doing damage (i.e. set up correctly, activated and hitting the target)?
    If that's working and the event is firing, it might be a wrong setup on the movement node.
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  • I can get other events to work in the damage dealer settings.

    The formula I'm using for the float values only calculates whole numbers 0 - 5 right now. Would Approximately in the GVF node still work here?





  • Approximately will still work - regardless if they're whole numbers or not, they're still float values.

    Like I said, if the event is firing, it's probably something in your movement node - can you post your settings in that node?
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  • What does the "failed" part of the GVF node do?

    Movement node: Change Position, Actor, Target, Local Position, Move, Controller Move, Move by Time.
  • Failed will be used when none of the conditions are valid.

    Does the target game object have a Character Controller attached? Otherwise Controller Move can't move anything.
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  • edited May 2017
    I don't have failed hooked up to anything, is that ok?

    The combatants that I want to move have character controllers attached.
    Post edited by FreedTerror on
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