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.
  • You can use the 2D grid tutorial, and if you already have a project started can skip most the setup since you should already have that. The actual Grid related part is pretty much the same regardless of dimensions: https://orkframework.com/guide/tutorials/2d-grid-battle-rpg/start-2d-grid-battle-rpg/

    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.
  • Thank you! I saw the 2D grid battle but skipped it because I'm in 3D. But I'll go back and look at that!
  • I've gotten up through the end of the Battle AI part of the tutorial. Note that I'm not using the tutorial assets and haven't set up any of my menu system yet. When I go to playtest moving around on the grid in the battle, the grid-map loads, enemies are placed, and I go into player placement. The moment I select a hex for placement I get the following error in the consol and the game will not move forward in any way:

    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?
  • Is your battle menu set up, including the UI box used by the battle menu?
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  • Not yet. I'll get that set up next then! : )
  • Well, how do you expect it to work without the UI being set up :D
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