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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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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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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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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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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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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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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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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I see an option to use a formula under time used to move the combatant.
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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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?
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 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.
- 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 :)
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I still can't get the event to work.
Maybe my event is missing something.
If that's working and the event is firing, it might be a wrong setup on the movement node.
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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?
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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Movement node: Change Position, Actor, Target, Local Position, Move, Controller Move, Move by Time.
Does the target game object have a Character Controller attached? Otherwise Controller Move can't move anything.
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The combatants that I want to move have character controllers attached.