I want to add a circular selection indicator under the active combatant's feet at the beginning of their turn, to signify that it's their turn to act. How should I implement this? I couldn't find a configuration to execute a schematic at the start of a turn.
By the way, is it true that Affected Target Highlight cannot be executed when Target Range = None? I want to add a highlight effect for my AOE ability, but it seems that when Target Range = None, the Affected Target Highlight is not triggered. Is there any way to make the combatants within the AOE ability's affect range execute the Affected Target Highlight?
I found that when using HUDs-ToolTips, the HUD won't display if the camera is 50 units away from the combatant. However, I have already set the Raycast Distance in HUDs-General Settings to 1000. Does this mean the Raycast Distance setting for ToolTips is not controlled by the HUDs-General Settings?
A selection indicator as you described is usually handled by spawning a prefab - depending on what kind of target selection you use it's set up somewhere else. E.g. for the regular target selection (used by the target menu) that's handled by the Target Highlight settings in Battles > Target Settings. Add a Prefab highlight type and select the prefab that should be used.
When using target range None, the ability doesn't target combatants, so they're not highlighted. You can use the Target Raycast Settings to select a target and spawn a targeting cursor prefab. E.g. the 3D action RPG's grenade uses this.
As for the tooltip - might be that something else is in the way and blocking the raycast. This is usually handled by using a good layer setup, e.g. having the HUD raycast only use layers that content is on.
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What I want is to highlight the combatant when they start their turn, instead of highlighting their target. The Target Raycast Settings only define a general range and don’t specifically highlight the selected combatant within that range. Does this mean I’ll need to implement this effect manually with code to achieve the desired result?
The battle menu has User Highlight settings for this. When not using a battle menu, you can use the turn start/end schematics of combatants to implement a custom system, e.g. spawning a prefab there.
As for highlighting combatants with the raycasts affect range, that's currently not available out of the box. You can e.g. use cursor prefab components on your raycast cursor prefab. The affect range scale component combined with trigger machines on the prefab to spawn/destroy prefabs to highlight combatants within the trigger of the cursor could do the trick.
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Thank you! I’ve implemented these things. But now I’ve encountered a new issue. I want the user in one menu screen to change in real-time based on the combatant selected in another menu screen. Since I have multiple menu screens that require switching users, I would like to use a combatant selection independent of the other menu screens to choose the user for all the menu screens that need to select a combatant.How should I do this?It’s fine to implement it with code. How can I get the user of a menu screen and assign it to another menu screen?
Can some menu parts on the menu screen remain focused? When I place the equipment and inventory menu parts on the same screen, I don't want to have to click the equipment menu part again to focus on it after interacting with the inventory menu part.
When I use a submenu to equip, I found that if Use Combatant Part is enabled, and there is a combatant selection in another menu screen, I am unable to equip items properly. How can I solve this issue? Or is it possible to specify the current menu's user as the target for equipping? I don't want to open an additional combatant selection.
When using the active time battle system, I found that even if the ability timebar cost is set to 0 and the 'end turn' option is disabled, the combatant still ends their turn. However, they remain at the end of the timebar and immediately start their turn again. Is this a bug?
I am using the ability part in the menuScreen and trying to use abilities outside of combat. However, I found that when I disable the [Use Combatant Part], I am unable to use the selected ability. I want to directly select the target in the scene with the mouse, without using the combatant selection menu. What settings should I adjust so that after clicking the ability, it enters the [Target Selection] state?
KriboAmipcoloy said: Since I have multiple menu screens that require switching users, I would like to use a combatant selection independent of the other menu screens to choose the user for all the menu screens that need to select a combatant.How should I do this?It’s fine to implement it with code. How can I get the user of a menu screen and assign it to another menu screen?
There are different ways to handle this. Via code, you can use this to change the user of open menus and shops: ORK.Menu.ChangeUser(combatant, true, true); If you're using mouse or touch for input, you can also have a HUD listing your combatants use a HUD Click component to change menu user on click.
Only one UI box has the focus at a time. Whichever menu screen/part it belongs to will be what's in control.
KriboAmipcoloy said: When I use a submenu to equip, I found that if Use Combatant Part is enabled, and there is a combatant selection in another menu screen, I am unable to equip items properly. How can I solve this issue?
This only works for combatant parts of the same menu screen.
KriboAmipcoloy said: When using the active time battle system, I found that even if the ability timebar cost is set to 0 and the 'end turn' option is disabled, the combatant still ends their turn. However, they remain at the end of the timebar and immediately start their turn again. Is this a bug?
No, that's how it works. ATB isn't turn based - each action starts and ends it's own turn, independent of how much of the timebar it uses. The End Turn option means that it'll use all of the timebar for the action.
KriboAmipcoloy said: What settings should I adjust so that after clicking the ability, it enters the [Target Selection] state?
That's not used by menu screens. A menu screen using an ability or item will bring up a combatant selection to select the target from the menu user's group.
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Thank you, most of my questions have been resolved. I used the shortcut slot to Start Target Selection, but I found that UseRangeScaleCombatantHighlightCursorPrefab seems to only work when the BattleMenu is open. If I use the shortcut slot to start TargetSelection, the UseRange does not display correctly. How can I make it display properly?
I tried solving it with code, but after searching for a long time, I couldn’t figure out how to get the ability currently being used for TargetSelection in the code. Please help me.
Is it possible to start Target Selection without automatically selecting a target? And is it possible to begin Target Selection even if there are no targets within range?
I want to add a highlight effect for my AOE ability, but it seems that when Target Range = None, the Affected Target Highlight is not triggered.
Is there any way to make the combatants within the AOE ability's affect range execute the Affected Target Highlight?
E.g. for the regular target selection (used by the target menu) that's handled by the Target Highlight settings in Battles > Target Settings. Add a Prefab highlight type and select the prefab that should be used.
When using target range None, the ability doesn't target combatants, so they're not highlighted. You can use the Target Raycast Settings to select a target and spawn a targeting cursor prefab. E.g. the 3D action RPG's grenade uses this.
As for the tooltip - might be that something else is in the way and blocking the raycast. This is usually handled by using a good layer setup, e.g. having the HUD raycast only use layers that content is on.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
As for highlighting combatants with the raycasts affect range, that's currently not available out of the box. You can e.g. use cursor prefab components on your raycast cursor prefab. The affect range scale component combined with trigger machines on the prefab to spawn/destroy prefabs to highlight combatants within the trigger of the cursor could do the trick.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Via code, you can use this to change the user of open menus and shops:
ORK.Menu.ChangeUser(combatant, true, true);
If you're using mouse or touch for input, you can also have a HUD listing your combatants use a HUD Click component to change menu user on click. Only one UI box has the focus at a time. Whichever menu screen/part it belongs to will be what's in control. This only works for combatant parts of the same menu screen. No, that's how it works.
ATB isn't turn based - each action starts and ends it's own turn, independent of how much of the timebar it uses. The End Turn option means that it'll use all of the timebar for the action. That's not used by menu screens. A menu screen using an ability or item will bring up a combatant selection to select the target from the menu user's group.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!