In my combat scenario the user is putting down waypoints (via the mouse). each waypoint will be a location the player combatant
will move to.
I would like to use an ability so it gets run at the end of the round like all other abilities (turn based (classic, dynamic)).
How to create a move (to location or object) ability?
Should I use the MoveAIComponent (the SetMoveAIWaypointsNode adds waypoints which looks interesting) in some way?
ORK: 3.5.0
Unity: 2021.3.7f1
turn based (classic, dynamic)
Thanks,
MMalone
The ability should use None target range and use raycast targeting for setting a position via mouse. The target is available as Starting Object in the schematic, i.e. you can just move to the position however you want, e.g. via Change Position node.
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Even if I put the ability on the battle menu it still won't run.
What schematic node do I use to run the ability? "Use Battle Action" node looks promising, but it didn't work either (may be because the ability isn't working).
ORK: 3.5.0
Unity: 2021.3.7f1
turn based (classic, dynamic)
Thanks,
MMalone
The current issue I'm running into is that the default AI (I think?) is still run. i.e. my move command runs but so does "Attack", "Look At Me!", etc. depending on which one ORK picks.
This is what I tried:
* combatant (warrior): under "battle ai", set "replace default".
* combatant (warrior): under "base attack", set "own base attack".
Note: on the start of a combatants turn I run a schematic that looks for input (left button down) then uses "Use Battle Action" to start the move ability.
ORK: 3.5.0
Unity: 2021.3.7f1
turn based (classic, dynamic)
Thanks,
MMalone
How do you check for the input - are you waiting for player input or just check if the input is currently used?
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Here are some pics of the schematic and the "Use Battle Action" node (still prototyping):
Would a tick machine work better? Would the schematic need to check who's turn it is or is there another way?
ORK: 3.5.0
Unity: 2021.3.7f1
turn based (classic, dynamic)
Thanks,
MMalone
ORK: 3.5.0
Unity: 2021.3.7f1
turn based (classic, dynamic)
Thanks,
MMalone
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I was doing more investigating last night and made a little more progress. I made the following changes which I think disabled the default battle ai.
* check "Own Base Attack". no entries were added.
* under "Battle AI", checked "Replace Default". no entries were added.
The problems I'm running into is that the attack ability (I verified the attack schematic is run) is also run (before my ability is run).
I'm using the 3D Playground tutorial as a base. Anything about the tutorial that might be interfering?
ORK: 3.5.0
Unity: 2021.3.8f1
turn based (classic, dynamic)
Thanks,
MMalone
If your schematic is running as the start turn schematic of the combatant, adding an action as next action via Use Battle Action node will definitely use that action as the first action.
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Using "next action" via "Use Battle Action" doesn't work, I've already tried it.
Here is a link to my project (I'm using URP so the colors are all messed up):
Edit by gamingislove: Please don't post downloads to projects containing ORK :)
To repro the issue:
* using the mouse, click to move near the snake.
* may take a bit because the snake has to have sight of you.
* skip all turns except yours (the warrior).
* when it's the warrior's turn the cursor will change to a "box".
* click anywhere on navmesh.
* again, skip other combatants turn.
* this will end the round.
Result:
* look closely, noticed how the warrior does an "attack" before moving.
More than one action per turn issue.
Repro:
* change "Actions Per Turn" to 2.
* run the game and do the same steps as above (click to move when it's your turn).
Result:
* after you click to move the battle menu goes away and there is nothing else you can do.
ORK: 3.5.0
Unity: 2021.3.8f1
turn based (classic, dynamic)
Thanks,
MMalone
* The schematic that does the work is called "SetWaypointsMachine".
* Disable "Use Ability" node - I was experimenting with it. "Use Battle Action" will be used.
issue still happens.
* Change "Actions Per Turn" back to 1.
ORK: 3.5.0
Unity: 2021.3.8f1
turn based (classic, dynamic)
Thanks,
MMalone
However, please don't share downloads to projects (or other things) that contain ORK - next time send me the download link via PM or email (contact@orkframework.com), thanks :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!