Let's say my character, that was spawned by a system event, is holding a weapon that's prefab is set up as a weapon in ORK. The damage dealer is on it. It has a rigid body and a collider. The enemy combatant is spawned by a spawner and there is a realtime battle zone. They have a damage zone attached to them, with a rigid body and collider as well. I have the damage dealer set up to always on, with the ability Sword_Slash and using the player combatant.I've been trying to simplify this process as much as possible to find out what I'm missing. Any insight would be appreciated.
I know the player and combatant are set up in ORK correctly. I made sure the ability is enabled for real-time and field. Actually everything is.
Generally speaking, I my assumption is that all that has to occur now is the damage dealer trigger entering the damage zone's collider, and it should register whatever damage is defined by the ability on the combatant. Which would include taking the necessary stats from the Player combatant, since it defined in the always on section, with whatever adjustments the sword would make to the physical damage formula I use.
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Either that, or send me a link (privately) to your stripped down, zipped project file and I'll take a look.
- the collider on the damage dealer should be a trigger when using one of the trigger start types
- the used ability must be known to the combatant (i.e. an actual ability, not a base/counter attack)
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the combatant isn't searched for in parent objects, i.e. if you don't define the combatant, your spawned weapon will probably not find itscrap that, it does search in parent objects as well :DIf you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I'm going to make a seperate project with the bare minimums of what I've been doing and send it to you Keldryn. Thank you for your help.
@gamingislove I did check for that and I had it selected for 'onTriggerEnter' and the collider was set as a trigger.
That's great to know about the abilities, makes life a little easier. I did have the damage dealer set up to pull from the combatant all the time and I am 99% sure that the ability was already known by the combatant.
With my second question below the damage dealer post above. Using complex colliders, can I have the damage dealer be in a parent gameobject and use those as triggers? I assume it works like regular rigidbodies and I'd be good to go. Here's an example.
Thank you again for your guys' support.
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If you're enjoying my products, updates and support, please consider supporting me on patreon.com!