edited September 2015 in ORK Support
Wondering if theres is a limit to how many combatants you can add to a scene using the add combatant component ?
Post edited by wtyson on
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  • also i get a gui box showing up every time i block ai then in the event step if i block the player control a 2nd guibox will show up with my dialog box that dosent belong there but if i dont block the character it works fine is there a reason for this?
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  • and one more thing seems using a spell setup in a basic attack and then spawning or just adding the combatant 30 times will only allow for 1 of them to cast the spell is there a way to fix this? works fine if its a regular attack but not for a spell cast for some reason o.0 i use no move ai either and the spell range is set to 10 in side the ability it self. so not sure how to go about fixing this ...
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  • No, there is no limit in combatants per scene - naturally, at some point it'll be too much to handle depending on your target platform and your setup.

    What does your GUI box display? E.g. if it's battle infos (e.g. combatant a does nothing), you can disable them in Battle System > Battle Texts.

    Are there any use requirements (e.g. variables) on that ability? Also, are the other combatants in battle as well, etc.
    There are many things that can influence that :)
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  • edited September 2015
    2: my gui box for dialog is set up for a npc who wanders and then will do some random text when you enter a trigger since its multiple dialog's i want to stop the player from moving till its done. now is there no way for you to add a check to see if the player is in range of a event to have the event stopped and every thing it activated canceled? also if you have a menu screen open and you die it stays up going into the game over screen . anyways this still dosent explain the other guiskin shows up with the other dialog i noticed this happens with my menu screens to and it spawns this extra guibox based on how many gui boxes your using and its always the same one....


    3: whole scene is a battle area and there are no requirements and if there was it would have been first thing i checked cant give you a project on this either cause it works in a clean scene but not in this one .. what i do is this i set up a combatant with a add component set the kind of combatant which i have already set up inside ork . and the just duplicate it with in the scene. then start the scene but this time the combatant will only work once and its the first one you trigger and then the rest wont do anything. so confused on this.

    Post edited by wtyson on
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  • 2) No, that's not possible. Will look into the menu staying open on game over.
    If it's always the same one, just find out which one and where it's used - most likely it's a HUD.

    3) Other things to consider are battle/AI ranges. Did a quick test with a similar setup and worked fine here.
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  • edited September 2015
    2) was a default hud which wasnt used for anything deleted it and fixed the extra image issue . and cool would be great to have it auto close on death ^^

    3)yeah works in a blank scene but not in a scene with stuff in it how does your system detect the range by nav agent or by raycast?
    Post edited by wtyson on
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  • 3) Range is checked in the easiest and most efficient way possible, i.e. by checking the distance between the combatant's positions.
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  • ahh yeah i fixed these issues sry for got to up date post
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