edited March 2022 in ORK Support
https://youtu.be/6pLYJH-gnaU?t=97
I'm trying to make a cooking game with RPG elements like this in ORK3.
I set up the cooking as a RealTimeBattle, and the dishes and counters as Combatants with Inventory.
Counters and other items can be placed in a Grid, so I also set up a GridBattle.
Food and utensils are set as Ability with Put/PickUP, etc.

I'm having a hard time implementing the part in ORK where counters, plates, etc. that are within 1m in front of the player are "always" selected as Targets and highlighted, as shown in this video.
Where do I set it up so that it selects and highlights the area in front of the player as a Target before using Ability?

http://orkframework.com/guide/tutorials/2d-grid-battle-rpg/06-battle-system-setup/
I've seen the tutorials, but I don't know how to solve this.
Post edited by joeee19 on
  • Use group or individual targets - you can set them up in Battles > Target Settings in the Group Target Settings and Individual Target Settings.

    Group targets are available for all members of the group, individual targets only for a single combatant.

    They can be used to mark/select a target and use actions on it.
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  • Does the Individual Target Settings not cover cell targets?
    Combatant only?
    Ability-TargetSelectionSettings has SelectTargetCell set.
    I could put Cursol on the target Target, but I want to Blink the target TargetCombatant
    I have Blink in BaseHighlightSettings, but it is not working in IndividualTargetSettings?
    Cell does not glow.

    Or rather, the Cell does not light up in the first place, no matter which function I try.
    In the case of real-time battles without BattleMenu and with IndividualTaget, is it possible to use the Target function of Cell?
    If it is available, it is too complicated with many settings, so could you please make available for download a small sample project for a 3D real-time battle instead of only a 2D tutorial?
  • Individual/group targets are combatant only - there's currently no functionallity to have a cell selected at all times.
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  • edited March 2022
    Can you please put it in the help text or Document?
    I have wasted a whole day because of this.

    Does the target dialog also not support targets selected in the individual target settings?
    I have tried various settings, but cannot get TargetDialogue to appear.
    https://forum.orkframework.com/discussion/7150/ork3-why-is-this-tagmachine-looping-twice/#Item_2
    In relation to this, I think that maybe the cause is the currently selected Target is wrong, and I would like to see the list of selected targets in debug, but I can't display it.

    ---comment add
    When battle menu show error happened. ORK3 later and unity 2021.2.14f1 and Windows10 Later
    NullReferenceException: Object reference not set to an instance of an object
    GamingIsLove.ORKFramework.UI.AbilityBMItem.ActiveCheck (GamingIsLove.ORKFramework.Combatant owner) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.UI.ActiveBattleMenu.CheckList () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show (System.Collections.Generic.List`1[T] list, System.Int32 selection, GamingIsLove.ORKFramework.BattleMenuMode mode, System.Boolean restored) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show (System.Boolean reset) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Combatants.CombatantBattle.ShowBattleMenu () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Combatants.CombatantActions.Choose (System.Boolean newTurn, System.Boolean autoCallMenu) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Combatants.CombatantActions+<>c__DisplayClass84_0.<Choose>b__0 () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Combatants.CombatantBattle.StartTurn2 (System.Boolean canPerform, GamingIsLove.Makinom.Notify callback) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Combatants.CombatantBattle.StartTurn (System.Boolean canPerform, GamingIsLove.Makinom.Notify callback) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Combatants.CombatantActions.Choose (System.Boolean newTurn, System.Boolean autoCallMenu) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.ActionAccessHandler.Choose (GamingIsLove.ORKFramework.Combatant combatant, System.Boolean newTurn, System.Boolean autoCallMenu) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Combatants.CombatantActions.ChooseAccess (System.Boolean newTurn, System.Boolean autoCallMenu) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.RealTimeBattleSystem.Tick () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Battle.Tick () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.Makinom.Maki.FireTick () (at <88a6be00da074773b4f8e49e8561b8ab>:0)
    GamingIsLove.Makinom.MakinomHandler.Update () (at <88a6be00da074773b4f8e49e8561b8ab>:0)
    Post edited by joeee19 on
  • joeee19 said: Does the target dialog also not support targets selected in the individual target settings?
    I have tried various settings, but cannot get TargetDialogue to appear.
    Group/individual targets are used to automatically use actions on the selected targets without using the target selection dialogue.

    You can highlight selected targets using a Target Cursor prefab.
    joeee19 said: When battle menu show error happened.
    Hm, has the combatant a base attack set up? Either in the general settings for all combatants or the combatant's individual settings?
    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!
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