Hey I'm very new to Ork and absolutely loving how customizable everything is. I'd like to make a game similar to Final Fantasy Tactics. I've been going through the initial tutorials, especially the Grid Battles Gameplay tutorial, which have been very useful. While the tutorial didn't cover it vertical height, it looks like that is an option to set that, which is fantastic as that is one of the biggest features I was looking for! The other big feature that I'd like to implement is horizontal jumping. What I mean by that is say you had a small stream and if a character had a high enough jump they could just jump over it, whereas a character with a limited jump would be forced to walk through it, costing double movement points. Here's a link to a gif I made showing one of the characters jumping over swampy tiles if my explanation was a bit confusing.
https://makeagif.com/i/DpFwgyIs there any way to implement this with Ork? I was thinking of maybe setting custom grid path links from one cell to another that can be jumped to via the Grid Setup connections, but it looks like there isn't a way to add additional connections that I can see, just remove them :/ Also I'd need a way to limit that connection to people with a high enough jump stat, which I'm not sure if connections allow.
So, jumping up/down - next cell is higher or lower.
Jumping over river - next cell is a 'river' type cell, so you get the next cell until you get a non-river cell and directly jump there, etc.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
And, after confirming height differences (I got that part to work fine), how would I go about playing a jump animation? Thanks for your answer.
Is your elevated cell actually elevated in the scene or is it just using a prefab that's higher than other cells?
As for the jumping animation - this is done like any other animation, i.e. you just play it :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I elevated a cell and the combatant tried to move there but his pathfinding broke and he's stuck there. It doesn't matter if I do the cell elevation in the Scene view or apply an offset or set it up as a unique cell type in the Makinom editor, the result is the same.
In this example, I generated the grid on a relatively flat part of terrain, but you can see the corner cells are at an angle. I flattened the whole grid by selecting all cells and zeroing out the Y position and XYZ rotation, but this now causes pathfinding issues that weren't there before; it's like the mesh colliders from the grid prefabs haven't moved, and now combatants have trouble running into/over them.
One last thing I tried was setting up a new Battle Grid on a flat plane with a cube in the corner, so that some of the tiles would be generated at elevation. Even in this case Set Grid Cell Combatant actually set the combatant inside the cube, below the grid cells.
But, unfortunately, without the Nav Mesh Agent, the enemy combatant is now sinking into the ground.
Elevated cells would usually also have some physical thing that makes them elevated, in which case applying gravity will still work.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Between the Store Grid Path and Change Position nodes I put my height checks and that all works great for vertical movement. Now for jumping over a river cell, I know I need a Check Grid Cell Type node somewhere, I'm thinking probably as a precursor to my height checks, so I can execute that part as it is currently on a Failed condition for Check Grid Cell Type: river. But on a Success condition I need to "get the next cell until I get a non-river cell." What nodes should I use to set up that loop?
Thank you again for your help.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
(But yes, you would need to be able to know that the jump was going to happen and do that calculation before the move itself starts, you couldn't apply the status effect mid-move).
As @StevieJay suggested, using a formula checking the user for things (e.g. if the combatant can jump over the river) should be the way to go.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!