Not sure what's happening but sometimes when I load a scene, the monsters spawned from combatant spawners are floating in the air and walking as if they are on ground.
Any idea what could be wrong?
Next question is real time battles. Ever since I took off auto target, every time I attack in an area with multiple enemies, the target menu comes up and I have to choose a target every single time I attack. But when I leave auto target on my characters get stuck in an attacking loop (
Previous thread abut that! )
Another thing is when I come back from a battle scene, if I'm a certain character, they always fall through the floor. Unsure what that's about. It only happens when returning from battles lol?
Lastly, unrelated to battles, but is there any way to put event interactions on your party members? I wanted to have an option of talking to your party members, but once the game loads, the event file can't be found.
Thanks in advance!
Also, try adding a Place On Ground component on your combatant prefabs :)
As for the target selection - this will come up for actions that require a target. E.g. if you just want to use the ability and the player should just swing a sword or casts a spell and whatever is hit by a damage dealer should be damaged, you need to change the Target Range setting of the ability/item to None.
Falling through the floor is usually an issue when your combatant's 'root' position (i.e. local space X=0, Y=0, Z=0) isn't at the model's feet - this leads to the collider spawning in the ground and being pushed below it.
Did you put the event interaction on the combatant prefabs of your party members?
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I switched to damage dealers and zones. Followed the tutorial - for characters that don't have weapons I just assigned the damage dealer to their body. Does that sound right?
I'm noticing when I first attack an enemy, then go to attack another, no damage is given on the second enemy. It'll only stay targeted on the first enemy (won't do damage if I'm not hitting the damage zone) until it's dead. Then I can move on to different enemies. Any idea what I could be messing up there?
It sounds like it's still ignoring the damage dealer/damage zones.
If set up properly you technically should be able to hit multiple enemies in 1 swing, if they are colliding with a damage dealer.
I tried to follow the tutorial(I didn't do damage dealers when I did my first tutorial years ago lol.) but I guess I'm doing something wrong lol.
Do the colliders of the damage dealer use the collider on the mesh already? I noticed a tinier red box on my character that I can't seem to edit.
Here's a few screenshots.
Also in Damage Dealer Settings of the attack, it is set to weapon as well. :)
Enemies damage zone and dealer
Character damage zone
Character sword damage dealer
Any ideas? Thanks for the help in advance v_v
1) Missing rigidbody component on damage dealer or damage zone, which leads to collission/trigger not being registered by Unity.
2) The damage dealer is activated too short to do actual damage.
The 2nd one is usually the case when using Mecanim animations and not specifying a duration in ORK's animation setup. Mecanim doesn't report any play times, so the Wait option in an animation node would only have an actual wait time if the duration is defined in ORK :)
In short - damage dealer is activated at the start of the event, the event only lasts a frame (or maybe 0.1 seconds with short wait times) and the damage dealer is deactivated again, before being able to actually touch anything.
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E.g. upload it somewhere like dropbox and send me the link :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Ok I have a few more questions.
Is there a way to add a HUD above the selected character the player is in battle? And have that hud disappear when you change your character and appear on the next character?
Can we cancel combatant party members give way during cutscenes? Only because if they walk too close to the character in a cutscene, because give way is activated(so they move out the way on the map!!) they also move away from the character in cutscene
Also i've noticed when I selected a character after using an item on them, a highlight stays and doesn't remove for the rest of battle. any idea what's up with that? I'm assuming I have some shader issue.
Next question. switching to damage dealers with no target makes the party ai's not run up to enemies and will just hit the air, is there really no other way to have the target menu not pop up if I have a single target? I know it doesn't in the demo with every hit, so I'm confused as to why it's even happening.
Sometimes my victory event doesn't play right away. The console logs just consistently say character does nothing?
Last question! I'm trying to do a change camera rotation on my touch camera but it's not doing anything. Here's the event.
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Ok I think I have one last question that's unrelated to the others.
How would one perform a knockback during an ability? I attack an enemy, my damage dealer will collide with that damage zone, and I'd like to move them in the opposite direction by maybe half a unit or one.
I uh..tried taking off the z constraint of the enemies rigid body which made hilarious results lol.... (enemies flying all over the screen after getting hit!)