Combatant selections use the input keys from the UI box, i.e. the regular Cancel input key can be used to close it. UI boxes can also define their own custom input keys and overrule the default setup for all boxes.
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You need to enable Can Cancel in the Combatant Selection Dialogue to allow canceling here.
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You can do this by first storing the combatants you want to use into selected data and use them via the Defined group, where you can use selected data as the combatant object.
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Select Combatant You want to show player group members that are not in the battle group but are only alive members? Use this setup: - use all combatants: Enable - combatant scope: Non Battle - combatant origin: Combatant - object: Player
In the filter: - is enemy: Ignore - combatant status condition game object: User
Combatant Selection Dialogue Use the Selected Data object instead of Player with the data key you used to store the combatants in.
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Only the available tutorials and documentation. The data key of selected data works just like variable keys, just for storing any kind of content (e.g. combatants, abilities, etc.) into it.
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I've tried the Cancel input key defined in "UI Boxes" but it doesn't seem to work.
As a result of some verification, the Cancel input key works for "Combatans Selections" called via "Inventory" of "MenuScreens".
However, for "Combatans Selections" displayed using the "Combatant Selection Dialogue node", the Cancel input key did not work.
I'm not sure if this is a bug or a specification.
I want to use the "Combatant Selection Dialogue node" and have a Cancel input key.
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Thanks for the advice!
In the "Combatant Selections" node there is a group setting, is there a way to list only members who are non-battle groups and are still alive?
Currently my project shows members, both alive and dead, but I want to exclude dead members.
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I tried to run it and it didn't work.
Can you take a look at my node?
http://primaryorbit.com/ORKalivemember.jpg
Select Combatant
You want to show player group members that are not in the battle group but are only alive members?
Use this setup:
- use all combatants: Enable
- combatant scope: Non Battle
- combatant origin: Combatant
- object: Player
In the filter:
- is enemy: Ignore
- combatant status condition game object: User
Combatant Selection Dialogue
Use the Selected Data object instead of Player with the data key you used to store the combatants in.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thanks for the guidance!
It seems I don't quite understand the meaning of "Object" in the makinom node.
I would like to be able to handle makinom nodes more freely.Is there any content that can be used as a reference for data keys?
The data key of selected data works just like variable keys, just for storing any kind of content (e.g. combatants, abilities, etc.) into it.
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I would like to learn as I proceed with development.