I was able to solve the issue with this line:
pGroup.LockBattleMember(combatant, false);
I use this on every battle member of my groups and then, when I use ConbatantSelect, it works as expected.
Could you explain me the use of this LockBattleMemb…
Ok, so I replaced StartEvent with StartGroups and removed the Join command. The battle starts with the "leader" unit selected. However, when I select a non-leader player unit in the player's phase, the selection highlight disappears for a frame but …
Thanks for the answer GIL! I'll try with StartGroups as soon as I can and come back to you.
As for your question, yes, the combatants I try to select are already part of the player's battle group and I try to select them during the player's faction…
I've just realized that, if I set the grid cell type in the editor in the inspector, as opposed to runtime with C#, then the Grid Move node works perfectly and my combatants are able to detect the grid cell type and move towards it.
So the problem …
Ok, so I found a solution: from my custom code, I call combatant.Abilities.Get(8).Use(user, targets, bool useAction);
... and then, I use a wait node until a bool global ork variable is set to true, which I do at the end of my animation.
I'm just …
I found the following solution: I change the cell type of the cells I want my AI combatants to move to in combat. And then, in Battle AI, I use the Grid Move node with "Grid Cell Type" move type. And then I specify the grid type.
Ok, do you think you could implement a signature that could mimic that of the OnInventoryChanged?
If not, I guess I could use the Equip event in the weapon settings and, from there, use a call function node with the weapon name I got from action se…
Thanks! Now, if I want to use the OnEquipmentChanged callback on a combatant, what is the best way to get the item that is equipped since this callback, contrarily to OnInventoryChanged, only has the combatant as parameter?
Sorry about that, but I don't see any Equip Event in the Inventory/Weapons/Individual weapon setup. Only custom events. Do you refer to that?
As for the new option you plan to add, this is a great idea!
Thanks Gil!
When you talk about equipment's equip game event, what do you refer to exactly? In the weapon settings, I have a custom event and in the inventory menu, I have the default event, which I set to Game event. I'm not sure which one you tal…
Upon verification in my scene, combatants don't get renamed, even if I set enemy counter to Letters in Battle System/Battle Settings/Base Settings.
When you write that you Combatant names are renamed, do you mean the name of the game objects in you…
That is simply great! Event nodes can be so powerful if you know how to use them wisely... Many thanks for this elegant solution!
Now, I try to standardize my event so it can work with different Drop interactions. I thought I could use a float obj…