edited August 2020 in ORK Support
Hello, i try to create a combatant and joint it the the active group(player group). I not a coder but i know how to read code, but not a expert. Below is my code, i have followed the tutorial how to create a combatant here:

http://orkframework.com/tutorial/howto/creating-a-combatant-via-script/


public class CreatingCombatant : MonoBehaviour
{



// Start is called before the first frame update
void Start()
{
Group testGroup = new Group(0);
Combatant combatant = ORK.Combatants.Create(4, testGroup, true, true);
Debug.Log(combatant);
combatant.Init();
Debug.Log(combatant);




}

// Update is called once per frame
void Update()
{

}
}





I using the demo project for testing, so i have create a empty Gameobject in the Town scene, and have a added this script to it.Not sure if its the way to go , but from the debug.log i got the correct combatant(blue pants), but when i check the menu ,he not there with my other combatant.

I not sure about my testGroup, faction 0 is the player faction, but maybe i miss something somewhere..

If somebody can help me :)

Thank!
Post edited by Modulo35 on
  • edited August 2020
    Just found the answer on the forum

    Combatant combatant = ORK.Combatants.Create(id, ORK.Game.ActiveGroup);


    Post edited by Modulo35 on
  • edited August 2020
    Forget it i found my problem :)


    is this the correct way to declare and initialize a combatant??


    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using ORKFramework;


    public class CreatingCombatant : MonoBehaviour
    {


    public Combatant combatant = ORK.Combatants.Create(4, ORK.Game.ActiveGroup, true, true);


    // Start is called before the first frame update
    void Start()
    {

    combatant.Init()

    }







    Post edited by Modulo35 on
  • edited August 2020
    I'd recommend to have the creation in your Start function instead of the field declaration - depending on where/when the script is used, the creation might be called before ORK is initialized with the current script (e.g. during quick game testing right in a scene).
    Post edited by gamingislove on
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  • Yes thank, that what i have do :)
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