Juryiel

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Juryiel
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  • Building test projects at this point is very time consuming due to complexity so instead I opted to debug this some more. I found that this is caused due to the Idle Behaviors in the Hunt AI. I have an Idle behavior with 85% chance to trigger a 'W…
  • Yeah I know what the Debug.Log I posted does and shows info about the component :) I was using the Debug.Log(this.moveAI) to see that I have the right component selected for the right combatant who is an actor in the event, as you suggested. I the…
  • I'm really unsure as to what I could check. If you did a test can you post the code you used? Maybe it will make my error clear. For me, I have a script, attached to the combatant named Evangeline, with the above code. With the code above to set…
  • OH 'inAir', not 'InAir'. Well thanks for mentioning that, this method failed before when I tried it because I was trying to change InAir which is instead a function. Changing 'inAir' works! And animations are playing when walking in the air. …
  • Yeah I actually tried already using reflection to do just that, and wasn't quite able to figure it out - when I was using SetValue() I think I was doing it wrong but this is what I tried: FieldInfo field = typeof(CombatantComponent).GetField("InAir"…
  • Hmm I guess I'm not sure why it's not working. The combatants are added as actors, and I can tell that his has worked because the Game Event moves them around successfully. I then use the code in my first post in a script that is attached to them…
  • Yeah I figured. I'm still not entirely sure about custom scripting - is there a way to override scripts like CombatantAnimations.cs without recompiling ork? If not I think maybe I'll use some form of workaround like spawning an invisible floor at …
  • Thanks for outlining that! That's great to know so I can check them all. However that doesn't answer my question :) My point is, I tried checking moveAI.blocked in the MoveAIComponent as described above and it is false when using the option Block…
  • I dug more into this and apparently it's mostly a Unity issue in that CharacterController doesn't like 0 vertical velocity. Not sure why but the suggestion everywhere I read is to code around this so vertical velocity is not 0, so I guess I will tr…
  • Yeap :) it's what I'm doing. As I said at this point it was more feedback that it should probably be an option to have the script disabled when not being controlled by the AI, but yeah not too tough to get around.
  • Right rigidbody gravity would work and I may go that route. That second approach works until the Ally becomes Player controlled by the player. In that case the flag in the AI control script will be false and gravity will happen from that script, …
  • Hmm I had a chance to play with different implementations of custom controls for non-player ally combatants in my party and nothing seems great for setup the way it's currently done. Using Update() is needed to do some things (like jumping, or fall…
  • Yes, thinking about it more makes sense that I should only include the functions the move AI uses in its movement script, and everything else should be separately handled via different functionality. I thought initially it would be easy for the mov…
  • Yes, I'm just curious as to why this difference is happening since it could point to some incorrect setup that might come to bite me later. E.g. if I enable the non-custom controls I don't run into this issue, even though I haven't changed the code…
  • Yes but for me he goes into waypoint mode (he should not) and puts the waypoint on the target player. I have my hunt ranges and battle system ranges to be nearly infinite, and the ability ranges to be short, and there's no auto attack ability enabl…
  • Yes but the script has stuff in 'Update()' that does stuff like gravity outside of the doMove conditions, and the script is added as a component to the player. It absolutely definitely interferes since I've tested manually turning it on and off (an…
  • Ah I finally found the setting under the specific Move AI a combatant is using, and then spent a few hours not undersanding why it was doing crazy things because I didn't notice I had to specify the Move() and Stop() functions :P Yay it works, than…
  • Yes, the logic for stopmovement is there in my controls since they are a copy of the ORK controls with very minor changes. However, when I do Debug.Log(!this.combatant.Status.StopMovement) I get NullReference Exception: Object reference not set to…
  • Is it possible to change the SimpleMove script on ally combatants you aren't controlling in a realtime battle system, while still being able to use Move AIs though? I wasn't able to figure out how to do that, which is why I instead used this cloog…
  • I made the following script that I added as a component to a combatant and it seems to fix things, if anyone needs it while a real fix is worked out within ORK: using UnityEngine; using ORKFramework; using System.Collections; public class Jury_G…