Juryiel

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Juryiel
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  • As I said, when I REMOVE the node from the battle AI, the enemy does not use it! So it MUST be coming from the battle AI. But when i DISABLE it from the battle AI, it still uses it! Baffling :) But thanks for looking into it! I did also check…
  • Uh... I also tried setting the ability node in question to 'disabled' and the enemy still used it. So I suspected whether the ability use was coming through the battle AI at all. But if I remove the node from the Battle AI then it doesn't get used…
  • I tried debugging this but could not, after trying everything. It took several hours but I was able to put together a small test project - all the textures and such are missing so bear with it :D I emailed it to you.
  • When you use an ability, you can make it trigger a battle event. The event blocks of the event can be used to move the player. Check out battle events.
  • Depends on the effect you want. You can either use a block that moves the object or ads a force - there's many ways to move combatants around via events.
  • Oh right, that's actaully a great idea, thanks! I already have a test scene where this is set up so if I can just have the game start on that scene (trivial change) and delete everything else except the combatant assets, and that should work! Ok i…
  • Great, I'll test this to see what the Found Targets look like - what about the other target sources? How can I output those? It's hard to make a test project without knowing what is causing the issue - I imagine by the time I can build a test pr…
  • Well the issue is with determining where the targets are coming from when I DON'T use `Clear Found Targets`. I think the behavior you describe is very odd. Essentially, if 'Force Found Targets' is enabled, and no targets are found via the AI, even…
  • Can't you already implement knockback with events? (this is mostly rhetorical as I have a version of knockback in my abilities already implemented)
  • Right that makes sense - but is it easy to grab each of those separately and programmatically? So like Debug.Log(FoundTargets), Debug.Log(AutoTargets), Debug.Log(OtherTargetSource) etc so I can monitor exactly what is happening when the AI switches…
  • Yeah, all player combatants have a player ID - but I don't think this is what's going on anyway because it auto targets every one of the combatants. I'll keep looking myself but it's hard to know what to look for since targeting seems to come from …
  • Move Into Range is enabled. It does work like you say, with the notable exception that the enemy will use the ability on a target in range if the selected target is out of range. But if no targets are in range the enemy will try to move into range…
  • What I'm trying to accomplish, and what was working before, is that I want a combatant to chose an action and to always target a specific target, even fi that target is out of range of the ability. So what was happening before (correctly) is that t…
  • Ah sweet! I must have missed the notes! Just tested it and it works great, thanks!
  • For the particular ability in question, there are no auto targets set up. This is an enemy using the ability. What other settings can potentially allow the ability to be used on targets even if it's immediately preceded by a Clear Found Targets bl…
  • Bump :(
  • Awesome, can't wait!
  • Ah ok, then I should be able to make it work like I want :) Thanks! This has been bugging me for a long while, glad to finally get to the bottom of it.
  • That is a great guess :) That fixed it. The fix itself is problematic because the event is supposed to trigger when a player enters a scene, and the player can enter from multiple different places so placing it at the spawn point is not quite righ…
  • I had some time to try to debug this and what I found is that the 'Block Actor Move AI' is just not at all turning off the Move AI at all, even though the actor is correctly selected in the event settings (e.g., there are other blocks in the event t…