edited December 2013 in General Discussion
For GiL or anybody else working on Real-Time:

Is there a suitable workaround for creating a 'simple' damage-dealer zone that deals damage based on an ability, without being tied to a combatant or a combatant's attacks?

It would have to be:

-NOT tied to any combatant, only pointing to an ability to calculate damage on contact.
-ALWAYS active, unless destroyed.
-Retaining the normal Damage Dealer Collision, Damage and Destroy, Damage over Time options.


The applications of this are pretty easy to see, such as touch damage from enemies and environmental damage (spikes, lava, random meteor showers, whatever).

I've tried some other workarounds for basic touch damage, such as putting a damage dealer collider around an enemy combatant, giving the combatant a constant auto-attack and a very short range; but the effect is inconsistent at best.
Tactics RPG Grid Battle System for ORK
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  • Using an ability will always require a combatant, as it's based on the combatant's stats (at least most of them).

    But you can easily do this by using Game Events :)
    At least after I implement a Trigger Stay start type ...
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  • edited January 2014
    But if using events to do the damage, and having actors that must be specified in order to do damage, a bunch of the damage dealer / damage zone functionality is not there, right? You wouldn't be able to deal damage to any non-player combatant who walks into the trigger, or deal damage to a combatant's damage zone specifically, (Enemy combatant wanders into a trap or environmental hazard, or accidentally hits another enemy) instead having to lower their status values directly through the currently available event nodes.

    But I'm guessing the current best option for a psuedo-damage-dealer would be to create something called a 'Touch Damage: X HP' event; have it contain a 'Change Status' node that reduces specifically the Player's HP by a custom formula that goes by their defensive properties, emulating the ability being used; and stick that event onto an enemy combatant prefab or hazard? That Trigger Stay type should help to emulate the damage dealer a bit, though.

    Post edited by Kirb on
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  • edited January 2014
    Ack, I think I'm still probably not explaining myself very well. I drew up a quick little diagram to best show the situation I'm trying to create:

    http://i.imgur.com/S6zo16l.jpg

    Technically, I don't even need abilities tied to these damage dealers. As long as I have a way to deal different types of damage to different combatants (and their factions) in the manner of the picture, that'd be sufficient.

    Maybe if there was a separate 'touch-type' damage dealer that could be self-contained, having 'Target Changes' options for whichever combatant (or specific faction) entering the damage dealer, as well as the attribute of the damage (physical, fire, ice damage, etc) if that makes any sense.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • I'll look into it :)
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
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  • Awesome; you are my hero, GiL.
    Tactics RPG Grid Battle System for ORK
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    Personal Twitter: https://twitter.com/AMO_Crate
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