hi, i want to add a non controllable combatant into my battle group so it will join battle and help players, following the leader in the Field. how can i achieve it while having these changes below?
1.change her faction permanently to Player Support, by using schematic? 2.disable this combatant HUD in battle. 3.disable this combatant timebar icon in battle 4.Disable showing the combatant UI in menu 5.make the combatant cannot be targeted, by players or enemies, and cannot be damaged. 6.make it not a player, but an ally group
Details of what i have tried 1.i used Change Faction node and change it after Join Group node, then Check Faction node to make sure it changes faction and it changed faction but im not sure if its permanent? or is there any proper way beside adding more components into the character? if i need to use the components, is there any guide on how to do it?
3. i tried separate the player timebar icon HUD into player timebar icon HUD and ally timebar icon HUD. then i changed Timebar HUD - Timebar settings - Ally combatants - Enabled No / Unchecked. But it still show the combatant timebar icon in battle.
5. i tried adding faction into all target selection templates but the combaant still can be targeted.
1) Factions are bound to groups, so whatever group the combatant joins, you'll change the faction of the entire group with all it's members. If you e.g. join the combatant to the player group and afterwards change the combatant's faction, you'll change the player's faction.
An alternative would be having the combatant join a separate player group via the Group Origin settings and using a Player Group ID, e.g. group ID 1 (ID 0 being the default player group). Afterward change the faction.
2) If the combatant isn't part fo the player group (which is needed if it should be a separate faction), the HUD isn't displayed unless you enable displaying it for allies.
3) Same as #2 - once the faction is correct (not being in player group), disabling it for allies should no longer show the icon on the timebar.
4) Similar to #2, since the combatant would be in a different group, your regular menu screens will not show it.
5) And again, similar to #2, with faction being correct the faction-based target conditions should also work.
6) That's more or less what my alternative in #1 suggests. Having the combatant in a separate player group will save it with save games but it's not part of the active player group and not recognized as a player.
However, spawning the combatant and having it follow the player will require a bit of custom work, either via a schematic (e.g. started as an Auto Machine on the player's prefab) or custom code. You'd just have to get the combatant (via separate player group), spawn it and have it's move AI follow the player.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
but when i start battle, it doesnt get spawned along with the players. how can i spawn the ally on battle spot i have destined so it can help players?
also 7) is there any tutorial to properly configure a combatant as AI controlled ally combatant that cant be damaged / targeted by both players and enemies?
8) if i want to make a random trap that deals damage to players in battle, for example game event where tidal wave hits the player combatants and deal damage to player, should it better to make it as combatant and make them different faction like the ally combatant?
9) if i want to make a game event in battle like hazardous environment (example : sandstorm) that deals damage to both player and enemies, how to configure that?
1) The other player groups are not automatically spawned or added to battles - they're just kept in the background. So, you have to manually handle this, e.g. in your battle start schematic: - use a Player Group actor that uses Other Player Group with the group ID of the other group - use a Join Battle node to add that actor (i.e. the other player group) to the battle
Joining the battle (e.g. via the node mentioned above) will take care of using a free battle spot and spawning the combatant. You can also use the Join Battle Animation schematics of your combatants (e.g. for all set up in Combatants > Combatants > General Settings) to animate this.
7) No - but all combatants not part of the active player group are automatically AI controlled.
8) Depends on how you want to trigger this - e.g. schematics can also use the Change Status Value node to do damage to health, so it doesn't have to use an ability and an enemy to perform it.
9) Same as in #8, e.g. using Change Status Value or Change Status Effect nodes to perform status changes. Via actors (Settings node) you can also add player and enemy groups that are in battle and make them available in the schematic for use.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
okay it is working now, thank you ! btw if i put the combatant using call join battle , but i can only set level based on average player battle group levels when joining.
is there any way that ally gets the same amount of exp as player after battle and levels up throughout the game?
You can e.g. use a formula for the level of the new combatant, where you have more control over it.
As for allies getting exp - only the active player group receives exp and loot when collecting the battle gains. A way to handle this could be joining your allies to the player group before collecting the gains and putting them into the other player group again afterwards.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you e.g. join the combatant to the player group and afterwards change the combatant's faction, you'll change the player's faction.
An alternative would be having the combatant join a separate player group via the Group Origin settings and using a Player Group ID, e.g. group ID 1 (ID 0 being the default player group). Afterward change the faction.
2) If the combatant isn't part fo the player group (which is needed if it should be a separate faction), the HUD isn't displayed unless you enable displaying it for allies.
3) Same as #2 - once the faction is correct (not being in player group), disabling it for allies should no longer show the icon on the timebar.
4) Similar to #2, since the combatant would be in a different group, your regular menu screens will not show it.
5) And again, similar to #2, with faction being correct the faction-based target conditions should also work.
6) That's more or less what my alternative in #1 suggests.
Having the combatant in a separate player group will save it with save games but it's not part of the active player group and not recognized as a player.
However, spawning the combatant and having it follow the player will require a bit of custom work, either via a schematic (e.g. started as an Auto Machine on the player's prefab) or custom code.
You'd just have to get the combatant (via separate player group), spawn it and have it's move AI follow the player.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
i tried no 1 like this
img1
img2
but when i start battle, it doesnt get spawned along with the players.
how can i spawn the ally on battle spot i have destined so it can help players?
also
7) is there any tutorial to properly configure a combatant as AI controlled ally combatant that cant be damaged / targeted by both players and enemies?
8) if i want to make a random trap that deals damage to players in battle,
for example game event where tidal wave hits the player combatants and deal damage to player,
should it better to make it as combatant and make them different faction like the ally combatant?
9) if i want to make a game event in battle like hazardous environment (example : sandstorm) that deals damage to both player and enemies, how to configure that?
my game is active time
- use a Player Group actor that uses Other Player Group with the group ID of the other group
- use a Join Battle node to add that actor (i.e. the other player group) to the battle
Joining the battle (e.g. via the node mentioned above) will take care of using a free battle spot and spawning the combatant. You can also use the Join Battle Animation schematics of your combatants (e.g. for all set up in Combatants > Combatants > General Settings) to animate this.
7) No - but all combatants not part of the active player group are automatically AI controlled.
8) Depends on how you want to trigger this - e.g. schematics can also use the Change Status Value node to do damage to health, so it doesn't have to use an ability and an enemy to perform it.
9) Same as in #8, e.g. using Change Status Value or Change Status Effect nodes to perform status changes. Via actors (Settings node) you can also add player and enemy groups that are in battle and make them available in the schematic for use.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
okay it is working now, thank you !
btw if i put the combatant using call join battle , but i can only set level based on average player battle group levels when joining.
is there any way that ally gets the same amount of exp as player after battle and levels up throughout the game?
As for allies getting exp - only the active player group receives exp and loot when collecting the battle gains. A way to handle this could be joining your allies to the player group before collecting the gains and putting them into the other player group again afterwards.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!