Hmmmm, after messing with it a bit I think I found the problem. "Set Grid Cell Combatant" was working just fine by itself. (At least it is now? It seems inconsistent.) The problem was that I needed to set a distance limit on the grid cell search. Th…
Ahh, I had tried searching for "Battle Grid Cell Component" since that was how the name was displayed. Thanks!
Edit: So, I've been able to confirm that the event is finding the "BattleGridCellComponent" by using a "Found Objects Count" step to veri…
Hmmm. This is going to make complex targeting and movement on the cells interesting. I'm guessing that I'm going to have to use a function if I want to do something like finding a cell *behind* an enemy that I target with an ability.
Anyway, I'm tr…
I see now: this was in the Active Time Grid Battle tutorial. I skipped that one because I was too focused on turn based battles, lol.
I have a clearer idea of how this would work now. I have another question however: how do you get the grid cell th…
I tried throwing together a test script to see if I could move a combatant using a function called as an animation Battle Event, though no luck so far.
public void TeleportCharacter()
{
Debug.Log("Running TeleportCharacter!");
L…
Thank you for the improvements to system performance while editing large battle grids! I'm experimenting with a 100x100 grid right now, and my computer used to not be able to handle something even close to that size.
Thanks for the clarifications! Worse comes to worse we can just have the battles move to another area on the overworld map, I was just thinking that it would make the game a more immersive if I could make the battles actually happen on the map itsel…
Good idea. I went ahead and added a wait in between the Spawn combatants and Place On Grid. The player combatant is now appearing, though something still isn't working right. It is as if the player combatant isn't actually on the grid, he is kind of…
I have replaced my function call with the "Place On Grid" node. However, it does not seem to be placing the player on the grid. I first tried putting the node at the very end of the event chain so that it is in the same place that "Player Grid Place…
Thanks for the explanation! I will try just using the "Place On Grid" node, and the additional information about the ORK scripting objects helps a lot.
Yep, that is disabled. I've been looking at this issue more and it seems to be something more complex than just the animations preventing attacks. I'll post again when I have something more solid.
Alright! I figured it out. For some reason when I disable "Enable Camera Collision" in Game Controls > Camera Control that solved the problem. I have no idea what could have been triggering the camera collision sensor however, because I was using…
Hmmm. Well, so far I have made the following modifications to try and narrow down the problem:
Battle System > Battle Settings > Battle Camera > Block Event Camera: enabled
Battle System > Turn Based Battles > Control Block Settings …
Hmmm, I have it using the correct battle start event. Here's an odd thing: if I disable the "move camera" step in the gridBattleStart event, the "rotate to position" part of the event (the part I disabled) doesn't happen. But the camera still snaps …
I may as well ask my own camera related questions here :)
I am doing the Grid Battle tutorial, and I have created the Grid Battle Camera and added it to the gridBattleStartEvent as the tutorial explained. When I walk a character into the grid battl…
Hmmm, alright. I might work around this by chaining the abilities together diablo 2 style, and just let players drop more points into the ones they want to focus on. Thanks for confirming!
Just out of curiosity, do you think it would be possible to…