My player is receiving a move AI component command from somewhere that I have not been able to diagnose causing the player to snap towards the target at the end of the ability animation schematic. This occurs even after replacing the animation schematic with a schematic containing only a debug log node and ensuring block move AI is enabled in the ability settings. I am using a real time battle system with the ability target set to enemy/single with auto target and no target selection enabled in the player's control map.

Looking at the stack below I don't think it is coming from any other schematic I have loaded but instead something happening after the action. Is there a setting I missing somewhere that moves or rotates after an action towards the target?

If I change the ability to target selection enemy/none the move/rotation doesn't happen (makes sense since there is no target). The reason I am attempting to use enemy/single is so I do not need duplicate abilities for player controllable characters while they are AI controlled. Party of 4 and player can change characters in the party sort of set up.

If I do go down the road for separate abilities for AI and player, my current thought would be hiding the AI ability versions in the menus and then auto assigning AI behavior to use those skills based on the playable skills assigned. Any other recommendations on how to handle a character that can be both AI and player controlled?

Thanks

moveTo (-1.13, -0.02, 10.88)
Astar_PlayerRigController_MovementComponentSetting/MoveComponent.MoveTo() at /Gaming Is Love/Makinom 2/Plugins/Scripts/Astar_PlayerRigController_MovementComponentSetting.cs:63

MoveAIComponent.SetMovePosition()

MoveAIComponent.UpdateTargetPosition()

MoveAIComponent.SetMode()

MoveAIComponent.SetTarget()

MoveAIComponent.ReactTo()

MoveAIComponent.ActionFinished()

BaseAction.TurnEndCallback()

CombatantBattle/<>c__DisplayClass166_0.<EndTurn2>b__0()

CombatantBattle.EndTurn2()

CombatantBattle.EndTurn()

BaseAction.SetActionFinished()

BaseAction.SchematicFinished()

Schematic.EndSetup()

BattleActionSchematic.EndSetup()

Schematic.EndSchematic()

Schematic.ExecuteNextNode()

Schematic.NodeFinished()

UnityConsoleNode.Execute()

Schematic.ExecuteNextNode()

Schematic.Start()

Schematic.PlaySchematic()

BaseAction.PlayNextSchematic()

BaseAction.PerformAction()

BaseBattleSystem.PerformAction()

RealTimeBattleSystem.DoPerformNextAction()

RealTimeBattleSystem.ActionAdded()

BattleActionHandler.Add()

ActionAccessHandler.AddActionToBattle()

BattleActionHandler.AddAccess()

RealTimeBattleSystem.AddCombatantAction()

CombatantActions.Add()

ActionAccessHandler.AddActionToCombatant()

CombatantActions.AddAccess()

ControlMapKey.PerformAction()

ControlMap.Tick()

Combatant.ControlMapTick()

ORKControlHandler.Tick()

ControlHandler.Tick()

Maki.FireTick()

MakinomHandler.Update()

  • An action ending will tell the move AI to target the actions target, so it'd e.g. continue hunting it.

    By 'snap towards the target', what exactly is the behaviour you're experiencing?
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  • It's the player controlled combatant though so would the move AI be disabled? I verified the AI Controlled Player setting isn't enabled in Default AI Settings in Combatant General Settings.

    I checked the system action schematic settings in the ability, battle general and real time battle settings and there are no schematics loaded. Is the action end turn towards the target a built in setting or am I missing a setting I can change somewhere?

    I think the snapping is a rotation towards the target over no or little time. I thought it might be something through the integration with A* but my A* component is disabled and even when removed it still rotates but I am definitely getting a move command from the Move AI Component, seen via a debug.log stack. It doesn't happen if I change target selection to none or remove the Move AI Component on my player.

    Just had a thought, is it normal for a Move AI Component to appear on the player controlled combatant?
  • Hm, yeah - it shouldn't happen if the combatant's move AI is blocked (e.g. due to being the player). The snapping might come from that target setting of the move AI and the movement component reacting to it.
    Next update will change that and no longer sets the move AI's target if the move AI can't be used by the combatant.
    shortyyard said: Just had a thought, is it normal for a Move AI Component to appear on the player controlled combatant?
    Yeah, that's normal.
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  • Great, thanks
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