Hi everybody. I stocked a few questions while developing and have now reached a point where they are actually limiting my progress. I hope this isn't too much!
1) Battle Auto-Join
I am using Active time Battles with these settings: player is in control; battle menu is called on button press; combatants auto-join battles when in a certain range. Functionally speaking this is working ok, however combatants are teleported to the battle center when they join in. Obviously I'd want them to join without teleporting.
2) Action range
AIs can choose an action and move into range to use it. Is there any option to separate the range for CHOOSING an action and actually USING it for the user controlled characters as well?? I'd like my player to be able to select attack (which has range 2) from anywhere in battle, then act only when he gets in range
3) Combatant HUDs
I'm using individual combatant HUDs to show HP and timebar over the combatants' heads and encountered two issues. First: the HUDs don't scale with distance. I'm guessing this is because they aren't in world space. Is there any workaround or option to have the HUDs scale or at least be displayed only in a certain range from the player/camera?
4) Battle menu
I currently have a few issues with the way I call the battle menu in my game. Everything in the game works through an action menu, both in field and in battle, so I have an action menu screen for the field which displays a menu identical to the one used in battles. Both freeze the game. Ideally, I'd like to CALL this menu and CONFIRM the selection with the same button and close it with a CANCEL button. I couldn't find a way to do this, so I currently have CALL button, a CONFIRM button and a CANCEL button. This is ok (even though I'd like it if it could work the way I originally wanted), but I can only close the battle menu with "2nd press closes" (so with the same button that opens it) and not with the CANCEL button. What could I do to go in the direction I originally imagined?
5) ActorEvent behaviours (mover, fader, rotator etc) and generally battle or event-related temporary objects
Is there a way to remove these components after the battle is finished (or after the action is)? I ask this both because I often find my player still blinking after the battle ended (I guess there are relatively easy solutions) for this, but also because I noticed stuff generally sticks around after its intended purpose is finished. Battle objects with combatant spots, event behaviours and so on. Is there a way to clean this stuff up?
6) Game Events
I'm finishing a quest which works fine (love the quest system!) but is still missing a crucial part. I have 6 combatant spawners in a scene. These need to be off until a certain task in finisced and on after that (forever). I created an event which finds the 6 objects by name but the "Start combatant spawner" node only activates one of them. How is this done? Also, is there a better way to reference the objects? I'd like to directly feed the event with the six objects instead of string-referencing them in a node
Thank you very much for your help!