edited September 2015 in ORK Support
im having an issue with the ai where when i first start the game i can run into the next scene and the ai will react like they should and run after the player but if i run out of the scene and then go back intot he scene the ai just stands in place ill make a vid to show this


side note these are set to random wandering to and thats not working either they kinda just sit in place
Post edited by wtyson on
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  • sent message with link to vid
    new website can be found here http://www.fore-loregames.com

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  • edited September 2015
    also have another issue on top of this one where i spawn a good 20 of the same enemy in a scene and only 1 is working -_- getting close to kick starter time so i need to get the ai working badly lol.


    edit: should say these are 2 different problems with 2 different move ai set ups



    i can send you a project file if needed or a project if you want to look at it just let me know so i can upload it
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

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  • Will need a test Unity project - did a quick test with my move AI setup and works fine.
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  • edited September 2015
    so after lots more testing it seems to happen only when coming from one scene and i dont under stand why i have replaced all the spawn points and every thing scene changers even made a test connection scene but if your coming form that one scene it breaks the ai any idea on why? also if you could give me a full run down on how to get an attack to work from makinom event that would be cool to cause then i could just make a new set of ai scripts and just call a tagged machine basically just need to call a base attack from script to make them attack when in range


    checked this all out in a test project but couldnt reproduce it not sure how to fix it
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

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  • im still looking into the other issue with the 1 enemy attacking while all the otheres do nothing
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  • edited September 2015
    so i wrote a working ai script that works all the time while still keeping the attack s and stuff just got rid of the move ai since it wasnt detecting my player unless i was in base attack range .

    still working on the other issue
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

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  • Starting attack from Makinom:
    - start an ORK event in your schematic
    - use the Use Battle Action step in your ORK Event to fire the action

    Why stuff isn't working on your end is most likely up to your setup. Could be some variable condition or other requirements that you're using.
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  • no nothing like that . like i said it works fine in a new project but in my project it dont work . im not using requirements or any kind of variable for them.
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  • Yesterday i actually did exactly how GiL suggested and it worked fine: the enemy fires the attack to player. However, i had some starting issues figuring the whole process: first of all (if the ability is set to be used in battle) check if both player either the enemy are in battle and there are not strange/stopping condition both in ORK either in Makinom (with inspector). Then you could post your step that calls the skill from Makinom and the skill itself from ORK, maybe we can spot the problem. :)
  • i actually got a working ai system now with a script i wrote in c# does everything i want even with the move ai blocked they will attack as long as the player is in the attack range while my ai system moves them to desired locations
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  • I tested it using roguelike tutorial, i changed just a bit of schematics and i added npc attack as an option instead of damaging the player directly with makinom and it works, so i use Mak for 2D grid moves and ORK for abilities. Even if it is a raw raw prototype, if you need some help regarding this just ask. :)
  • welp as of right now if i base my ai off my scripts i am able to get the base attack to work when it comes down to the battle ai i might ask you a few question on setup :) just incase the battle ai dosent work like the base attacks but since they are based on the combatant it should work . since i only block move ai
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