1) Yes, by using Group target range and using selected data in the action's schematics. A Select Combatant node can be used to first store the targets (Machine Object) into selected data, afterwards you can use a Select Selected Data node to get a random one from the stored combatants and perform actions on it. For multiple attacks you just use Calculate Action nodes multiple times, e.g. via a loop or just copying the nodes.
2) That sounds like using Affect Range for this. The used target will be used to find additional targets via the affect range. ORK 3.20 added a feature for the target changes that lets you define if the changes are used on the main target (i.e. the selected targets of the action) or the affected targets, allowing you to separate damage for them.
Alternatively, you can also handle this in the schematics animating your action.
3) The target changes for changing Status Value have settings for absorbing damage. This can be done either as part of the ability/item itself, or using status effects that absorb damage. However, this is only to absorb to the user directly.
Anything else would have to be handled via schematics again ...
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1) The Select Combatant node's setup is wrong (Group Target of the machine object/user is something completely different), use the following setup:
- use all combatants: Enable - combatant scope: Current (i.e. uses the checked combatant itself, instead of e.g. it's whole battle group) - combatant origin: Combatant (i.e. also using the combatant itself instead of it's last target or something like that) - object: Starting Object (i.e. the targets that where selected for the action)
Also, generally you should define data keys instead of leaving them empty. E.g. the Select Combatant node storing the targets into a data key list and Select Selected Data node using list and storing the single combatant into target (or something like that).
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However, a single attack affects the entire group and repeats multiple times. I want each attack to target only one enemy. I also tried modifying various key settings, but the situation doesn’t seem to change. Could there be anything else I’m overlooking?
I referred to another thread with similar questions. Using that method, I was able to implement a single attack on multiple targets multiple times. Thank you!
Ah, forget to mention that you also need to have your Calculate Action node use that combatant (selected data) by using the Other Targets settings (or by first using a Change Action Targets node to change the targets of the action).
Post edited by gamingislove on
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Yes, by enabling the Other Targets settings in the Calculate Action node, I was able to resolve the issue. However, I did not understand why the Key for Store Selected Data in the Selected Select Data node becomes 'list.' Where does this 'list' key come from? I changed it to the same key as Source Selected Data, and there doesn’t seem to be any issue with the operation of the Schematics.
Well, that was probably specific for that other thread. The other targets just use the targets you selected previously, e.g. in your case the key random_attack where you stored the single combatant from Select Selected Data node.
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A Select Combatant node can be used to first store the targets (Machine Object) into selected data, afterwards you can use a Select Selected Data node to get a random one from the stored combatants and perform actions on it.
For multiple attacks you just use Calculate Action nodes multiple times, e.g. via a loop or just copying the nodes.
2) That sounds like using Affect Range for this. The used target will be used to find additional targets via the affect range.
ORK 3.20 added a feature for the target changes that lets you define if the changes are used on the main target (i.e. the selected targets of the action) or the affected targets, allowing you to separate damage for them.
Alternatively, you can also handle this in the schematics animating your action.
3) The target changes for changing Status Value have settings for absorbing damage. This can be done either as part of the ability/item itself, or using status effects that absorb damage.
However, this is only to absorb to the user directly.
Anything else would have to be handled via schematics again ...
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
However, I was able to set up 2) and 3).
I can now move forward with my project.
Thank you.
- use all combatants: Enable
- combatant scope: Current (i.e. uses the checked combatant itself, instead of e.g. it's whole battle group)
- combatant origin: Combatant (i.e. also using the combatant itself instead of it's last target or something like that)
- object: Starting Object (i.e. the targets that where selected for the action)
Also, generally you should define data keys instead of leaving them empty. E.g. the Select Combatant node storing the targets into a data key list and Select Selected Data node using list and storing the single combatant into target (or something like that).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
However, a single attack affects the entire group and repeats multiple times.
I want each attack to target only one enemy.
I also tried modifying various key settings, but the situation doesn’t seem to change.
Could there be anything else I’m overlooking?
Using that method, I was able to implement a single attack on multiple targets multiple times. Thank you!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
However, I did not understand why the Key for Store Selected Data in the Selected Select Data node becomes 'list.'
Where does this 'list' key come from?
I changed it to the same key as Source Selected Data, and there doesn’t seem to be any issue with the operation of the Schematics.
The other targets just use the targets you selected previously, e.g. in your case the key random_attack where you stored the single combatant from Select Selected Data node.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!