I appreciate the continuous updates and support.
I am trying to create a group of allies that automatically engage in combat and display it in the menu.
With the recent update, the "Other player group" has become available, so I set the group ID.
I added the allies for automatic combat in Schematics, but they don’t appear in the menu.
For the menu items, I copied the "group" used in the 3D playground, enabled "Other player group," and set the ID.
How can I use the "Other player group"?

How is the menu screen opened and what menu parts are added to it?
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The same applies to the Overview.
Are your menu screens use the same group ID that's used to add members to the other player group?
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I’m not sure what was wrong with the previous attempt... I’m sorry..
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It seems that using the Change Max Battle Group node doesn’t allow changing the size of a specific group ID. Is this just how it’s designed to work?
After removing a member from the 2nd group, the area where the removed member was displayed is usually supposed to say "Empty," but it does not.
When I return to the main menu once and then go back to the 2nd group's member list, the "Empty" section does appear.
I believe this is likely a bug, so I’m reporting it.
The version is 3.20.1.
However, this is also not going well.
As shown in the image, I am trying to place the members of the 2nd Group (ID=3) in the battle start Schematics using Place at Spot, but they do not appear.
How can I make the members of the 2nd Group appear?
Is this happening when removing from the battle group or battle reserve (Remove Reserve)?
Is there anything special about your empty button setup? Try adding an actor to the schematic using Player Group actor type and the Other Player Group settings to define the ID. Now you can use that actor/player group in other nodes.
You need to first store the combatants as selected data (Select Combatant node) and afterwards have them join the battle (Join Battle node using selected data you stored the group in).
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However, the ID3 members did not appear in the battle, and oddly enough, the camera view during the battle, which was supposed to switch to "Top Down Border," did not change.
Data key: Combatant Custom
Content key: playergroupID3
Object: Player Group ID3
I followed the instructions, but I couldn't solve the problem.
Could you please give me further advice?
You'd just use the Value type for the data key and define the key.
Also, sorry - I've made a mistake above, it's the Select Combatant node, not Select Selected Data node.
It's setup would be like this:
- data key: playergroupID3 (or some other key, just using Value type and using the same key wherever this data should be used in the schematic)
- use all combatants: enable
- object: your actor
The rest of the settings can be left as they are.
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Actually, I also thought the type of node was strange...
But thanks to your advice, I was able to achieve my goal.
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>lonewolf_cat said: After removing a member from the 2nd group, the area where the >removed member was displayed is usually supposed to say "Empty," but it does not.
>
>Tested this and works fine on my end.
>Is this happening when removing from the battle group or battle reserve (Remove >Reserve)?
>Is there anything special about your empty button setup?
I conducted various tests regarding the disappearance of the "Empty" field.
Previously, when I reported the issue, the 2nd group member list window was visible when opening the menu items for the 2nd group.
However, afterward, I initially made it so that only the menu was visible. Then, after selecting either "Change Member" or "Remove from Members," the 2nd group member list became visible.
When I selected "Remove from Members" and actually removed a member, the "Empty" item did not appear. But later, when I selected "Change Member," the "Empty" item appeared again.
It seems that the issue I previously reported may occur under certain conditions.
(In the video, the menu options from top to bottom mean "Change Member" and "Remove Member.")
I might need a Unity test project to check things out.
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