Does one of these exist? and if so can someone point me to it?
I'm just looking for quick basic set up of a turn based 3D grid battle, including any settings I'd definitely need to include, and what needs to be included in the start/end schematics that might be different from a non-grid battle.
The main difference between non-grid and grid start/end is that in the Start you want to actually display the grid, and then start allowing placement (or automatically placing) for the combatants.
NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show (System.Collections.Generic.List`1[T] list, System.Int32 selection, GamingIsLove.ORKFramework.BattleMenuMode mode, System.Boolean restored) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.ShowList () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show (System.Boolean reset) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.Combatants.CombatantBattle.ShowBattleMenu () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.Combatants.CombatantActions.Choose (System.Boolean newTurn, System.Boolean autoCallMenu) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.ActionAccessHandler.Choose (GamingIsLove.ORKFramework.Combatant combatant, System.Boolean newTurn, System.Boolean autoCallMenu) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.Combatants.CombatantActions.ChooseAccess (System.Boolean newTurn, System.Boolean autoCallMenu) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.TurnBasedBattleSystem+d__91.MoveNext () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at :0)
Anyone know what's going on and what I need to do?
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I get to the battle, I enter combatant placement, I place my first (and currently only) combatant from the player group in a valid cell, and then it pulls up a menu with nothing on it and there's no way forward. I'm guessing this is a combatant selection menu that hasn't been properly set up yet? Or maybe a menu to select the next combatant I'd like to place (from a list of no others available)? I thought that had been set up at some point, but I can't find where so probably not. Any suggestions on where to look for a basic combatant selection menu set up tutorial for a grid battle? Or what menu this is and what the right tutorial is to set it up properly so I can proceed into the battle?
If you're using phase battles, that player selection for the phase is set up in your phase battle system's settings, in the Phase Settings > Player Combatant Selection.
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But I have a new problem: I can't seem to issue any movement commands. I've double checked the movement schematics, and they're set up the way they are in the tutorial. If I had to guess I'd guess that it's not detecting what cell I'm mousing over (although that is a little difficult to tell, as I I'm not using the cell prefabs from the tutorial and they aren't set up to color shift when selected yet.)
EDIT: I've also tried using arrow keys to select a cell and then hit the select command and nothing happened.
E.g. check in the running game if the combatant has a grid move range via the inspector (having the combatant's game object selected).
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Looking at the battle information, it lists:
Can Choose - False
Is Choosing - True
Action Fired - False
Action State - Available
Waiting for Action - True
Auto Attacking - False
Current Action - -
Receive Actions per turn - False
Action Bar - 25
Used Action Bar - 0
Action time - 0.0/0.0
Move Range - 5
Are either of the bold indicative of a problem?
My next guess would be, that the combatant isn't placed on the grid, so there's no way it can move on the grid. That'd need to be handled in your battle start schematic.
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Show Battle Grid > Store Music > Play Sound > Wait > Spawn Battle Combatants > Player Grid Placement > (unity console outputs depending on if player grid placement was successful or not.) > Change Music > Change Game State.
It does say the grid placement is successful in the console when I run the battle. Should I have it delete the existing player combatant objects and then respawn them as part of the battle start schematic? I remember that being a part of my ORK 2 setup.
Should be working in that case ... might need a test project to check this out.
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