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"?

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  • Hm, that should work like that - the menu screen uses a combatant of the other player group for the defined ID.
    How is the menu screen opened and what menu parts are added to it?
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  • edited March 19
    I simply copied the "Group" setting configured in the 3D Playground and enabled the "Other Player Group" option.
    The same applies to the Overview.

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    Post edited by lonewolf_cat on
  • Gave it a quick test and works fine on my end.
    Are your menu screens use the same group ID that's used to add members to the other player group?
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  • After that, I copied the group menu item again, set the ID, and this time members are added to the 2nd Group.
    I’m not sure what was wrong with the previous attempt... I’m sorry..
  • Hm, strange - but I'm glad this is resolved now.
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  • While setting up the second group, I noticed that the Battle Group Size remains the same for all group IDs, even without player intervention.
    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?
  • edited April 4
    I found what seems to be a bug while configuring 2nd group settings.

    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.
    Post edited by lonewolf_cat on
  • In addition to the above, I am trying to have the members of the 2nd Group participate in the battle.
    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?

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  • edited April 14
    lonewolf_cat said: 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?
    Yes, the max battle group is a global limit for all player groups.
    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?
    lonewolf_cat said: How can I make the members of the 2nd Group appear?
    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).
    Post edited by gamingislove on
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  • I tried saving the ID3 group with "Select Selected Data" and attempted to call the ID3 data in the subsequent "Join Battle" node.
    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?
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  • Not really sure what you're doing here with the data key. Combatant Custom Content is something you define in the combatant's content settings.
    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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  • I was able to get all members of Group ID 3 to participate in the battle!
    Actually, I also thought the type of node was strange...
    But thanks to your advice, I was able to achieve my goal.
  • Yeah, sorry about that - the Select Selected Data node would be used if you want to go through things stored in selected data one by one, e.g. if you want to individually have the group ID 3 combatants join and animate before going to the next member.
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  • edited April 15
    @gamingislove

    >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.")

    Post edited by lonewolf_cat on
  • Hm, still seems to be working fine on my end, even when using Sequence display mode for the menus.

    I might need a Unity test project to check things out.
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