edited April 2018 in ORK Support
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So, I have a room full of these 'Larvae' enemy prefabs. I place an Add Combatant script on it so that the enemy is recognized as a combatant, and can be attacked, etc. This is a realtime battle, and there is a Real Time Battle Area set in the scene. Everything works as normal.

However, as soon as I kill one, the rest of them disappear! The Death event (a particle prefab that spawns on the dead enemy plays) on the mob that I kill, but the rest simply disappear.

This does NOT occur if I'm using the ORK combatant spawner to spawn them. (Which we are not using so we can set individual settings on our custom AI on each mob in scene (patrol paths, etc).

Any ideas?
Post edited by Kirb on
Tactics RPG Grid Battle System for ORK
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  • Are they using the same scene ID?
  • edited April 2018
    Hmm; not sure. Where would you set the scene ID in this instance? I don't see it on the Add Combatant or the Battle zone.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Hm, did a quick test with a similar setup and worked fine here, each combatant died alone ...
    Add Combatant components don't use scene IDs, so that shouldn't be the issue.

    Are the combatants mounted to something? Or is there something done in the combatant's death event that could cause this?
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  • edited April 2018
    @gamingislove Oh!

    They are indeed all children to a 'MonsterPlacement' parent gameobject, for sake of organization in the scene hierarchy. Moving all of the monsters to Root seems to have fixed the problem; they seem to be functioning fine now!

    Big thanks for the hint! :D
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
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