Took me a while to figure it out but the issue was that the combatant was null at Start().
I had to delay by one frame ORKComponentHelper.GetCombatant(this.gameObject) and now it works.
Still trying to understand where that delay is coming from.
Th…
I apologize, I realized I had the same schematic both on the cursor component and the battle animation :(
Your last few messages help me understand the process and I was able to get this working by having the schematic on the cursor set a variable …
The prefab doesn't contain an Object Variables component on its own, that component is generated by ORK when the combatant is spawned.
I am trying to figure out how to reach those variables through the combatant settings in:
_settings.objectVariabl…
I did some tests and something doesn't add up.
Using a coroutine with a Time.deltaTime delay I was able to confirm the bool "patrol" variable exists on the combatant and that the value was changed to true.
Unfortunately when checking the combatant…
Right now it's the first schematic in the Battle Animation of the building ability.
When the ability starts, the schematics reaches out via the Call Function node to the cursor component to check every frame if the area is free of obstacles.
If so…
I just updated ORK with the recent changes and made some progress :)
I updated the schematic
The expected behavior would be
1) activate ability
2) move mouse around. If I Middle-Click on a valid location (Check function gets that info from a com…
This is how it looks like
Mode = Waypoint
Use Mode = Hunt
Target Position = (9,12, 0.00, 3.56)*
*these coordinates update every few seconds until the player enters the AI move range. Then the AI stops and then they remain the same.
Target Object = …
Waypoint Settings was set to the default value = 30.
I reduced it to the same value as the Move Range value but:
* eventually the AI stops roaming within that range
* as soon as the player gets detected the AI seems to freeze until the player gets c…