It would be pretty challenging to recreate D:OS exactly but I can sort of visualize how you might go about it.
By using active time battle you could create a move command that, using raycasts, gives the combatant's nav mesh agent a location to move…
is your billboard script effecting the actual game object?
One solution may be to make the material a billboard ala :
https://assetstore.unity.com/packages/vfx/shaders/ultimate-billboard-multipurpose-billboard-fog-sprite-shader-111709
The direct…
Yes, there is a move object event node that gives you plenty of control over who, what, and how the object moves.
And yes, using battle events you can set up very elaborate outputs. Play animations, move/scale/rotate objects, play sounds/music, spa…
I've done something similar, although it wasn't in real time, I know you can do real time through a few extra steps. It's doable and not too difficult.
You could play around with the orientation of the player to the opponent (Is the opponent to the left side of the player at the moment of the attack? If so -> Left block) This is a node you could use in the battle event.
I might be wrong about t…
Is your spawn event set up to spawn your character? Do you have a spawn point in the new scene?
Even if you spawn the character on the cutscene-scene they would still carry over if you use the load scene node. So I'm guessing either they just aren…
You lose many benefits of Ork if you don't set up your non-combat NPC's as combatants. For instance if you want to be able to use, say, a charisma skill with NPC's and use status values to determine success rates, using a game object adds a bunch of…