Alright, so a couple of things:

With the Join Battle node, can you set where the spawned combatant will be placed instead of just the center grid cells? Is there another node that does that better?

Is there a way to have a combatant occupy more than a 1x1 grid space?

There is a pause screen set up like so:
https://imgur.com/a/Dm3bGEJ
When the pause input key is pressed, inputs and clicks are prevented but the box does not appear.


  • Namey said: With the Join Battle node, can you set where the spawned combatant will be placed instead of just the center grid cells? Is there another node that does that better?
    Geneally, the placement is handled via battle spots, so it'd find the first free battle spot and the nearest cell it can be placed on. However, you can use the Store In Selected Data options of the node to have the combatant avaialble for other nodes in the schematic and handle the placement there.
    Namey said: Is there a way to have a combatant occupy more than a 1x1 grid space?
    Yes, via the Grid Cell Size settings. Default for all combatants is set up in the combatant general settings, each combatant can override it with a custom cell size (found in the battle settings in both).
    Namey said: When the pause input key is pressed, inputs and clicks are prevented but the box does not appear.
    Is there any menu part added to the menu screen? I think if no part is added, the menu can't be opened (or is closed immediately). E.g. add a Button List part with a button to exit the menu, etc.
    Alternatively, you can use the Pause Key settings in Base/Control > Game Controls to pause the game and e.g. display a HUD via the Pauded game state as display condition.
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  • edited September 2023
    Which nodes can move the combatants to the correct battle spots?
    Post edited by Namey on
  • Best option is usually the Change Position node - it can either set the position directly (i.e. place it immediately) or move the combatant (or any other game object) there over time/speed.
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  • edited September 2023
    I was going to ask a follow-up question, but how do I get out of this situation?
    https://imgur.com/mijnYe7
    I can't drag it back down without clicking on one of the tabs
    Post edited by Namey on
  • There's the Reset Drag Bars button in Editor > Editor Settings to reset this kind of thing.
    Alternatively, you can always delete the EditorData asset in Assets/Gaming Is Love/_Data/ to reset any editor-related stuff. The asset's inspector also has some buttons to reset some states.
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  • edited September 2023
    https://imgur.com/a/CYdARIB

    I'm trying to get the selected data (combatant in stored data from a join battle node) to move to a random cell from19, 0 and 19, 19.
    However, they keep bunching up on the leftmost spots in that corner.
    Post edited by Namey on
  • The Grid Cell Position you use here as object is not related to ORK's battle grids. This is a Makinom feature for it's grid spawning functionality (e.g. used in Match3 tutorial).

    Instead, use a Select Grid Cells node (uses battle range templates) or Grid Cell From Coordinate node (uses cell coordinates) to get cells and use them as objects.
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  • Like this? https://imgur.com/a/irui2CB
    The combatants from the join battle nodes do not appear once the schematic runs.
  • If they join the battle, they should appear in any case, though might on a different position (based on battle spots). Who is using that schematic, e.g. if it's by a player combatant, it could be due to the battle group being full (since the Join Battle node is set up to join the machine object's group).

    Also, use the Set Grid Cell Combatant node to set a combatant on a cell. You currently only change the position of the combatant, but that doesn't make them occupant of that cell.
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  • Thanks, that was giving me quite a bit of trouble.
    It seems that I just had to select the check mark for "share selected data" in the start machine node.
    For the join battle nodes, the faction had to be an "enemies of player" actor.

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