I'm not sure what I've done, but as of yesterday I've found that I'm no longer able to trigger any battles. There's no error message in the Unity console or anything like that, but hostile faction combatants simply don't react to the player anymore. Moving into an ORK Battle Component's collider seems to cause something to happen--the frame rate plummets and the game hangs momentarily--but it doesn't actually trigger a battle. It's been awhile since I last ran a combat test, and I've added and changed quite a few things, but I can't figure out what I did that would have broken the entire combat system. Any troubleshooting ideas?
- Check battle start event, maybe one of your changes had and impact on it in some way?
- Are you sure that hostile faction really is hostile at the moment? Maybe you have caused faction reputation in some way to change.
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@gamingislove The scene combatants are very much alive and kicking (I just can't get them to kick at me). I've tried with and without a battle component, but when I do use one I generally leave it to the ORK default, i.e. '0' for the first one in the scene, one for the second if there are two, etc. Please do correct me if I'm wrong (I need to figure this out), but I shouldn't actually need a battle component if hostile combatants are spawned in the scene and battles are set to auto-trigger on sight, or movement detection. I'm also testing in a fresh run each time, so the battle shouldn't have already been fought... unless my player's evil twin is spawning into the scene first and triggering the battle. But the enemy combatants' faction shouldn't be hostile to my player's evil twin, so that couldn't be it.
Does it happen even with one combatant?
Also pause the scene after you should be in battle and click on the enemy, see what their battle information is. Are they in a turn? can they use actions? ext.
Maybe they are having issues initiating attacks/abilities
I'd first make sure if the battle is started at all, or if it's something in-battle that prevents the enemy from attacking. You can do this (as the others mentioned) via the battle start event (e.g. Debug node for Unity console output) or by checking the combatant inspectors for their state, being in battle, turns, etc.
If the battle is started (and ongoing, so e.g. also put debug output in the battle end events), it could be due to the AI setup of your enemies, use ranges, etc.
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@JMR I've disabled the start event for now, but that's a good troubleshooting step. I tried that to see whether a battle was trying to start when I ran into a battle component's collider, but nothing printed so I assume whatever caused the game to hang momentarily in those instances was ORK either looking for something that wasn't there, or running into a conflict somewhere between settings. In any event, it never got to a point where it even tried to run the start event.
@gamingislove There isn't any battle started, or at least none that registers with any of the combatants. Something causes the game to hang temporarily if I enter a battle component's trigger space, but I can't tell what because there's no message.
I'm currently testing in a scene spawning a single enemy with its move AI turned off, so it's not the case that two non-player combatants are getting into a fight between themselves before the player can interact. Also, to your point, the combatant component states that neither combatant is engaged in battle. I think it's something that I've crossed up within the ORK framework rather than the scene itself.
The Debug Node is an interesting suggestion. Does it show more than the standard Unity console? I haven't noticed Debug, but I'll run a search for it and see if I can get it to print something, although if it relies on a Battle Start event (or any battle event) to print then I'm afraid I'm out of luck because I can't event get those to run currently. This would be a much simpler troubleshooting process if I could.
- the combatant or player (all in the player group) is dead
- the combatant isn't an enemy of the player
- the auto start requirements aren't met
- the scene ID (e.g. from the combatant spanwer) is already used
- there already is a battle going on (e.g. by having a Real Time Battle Area in your scene)
Is a new game object named _Battle created?
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