The grid is shown or hidden using a Show Battle Grid node in schematics - this can e.g. be used in turn start/end events to show or hide the grid based on some conditions (e.g. who's the combatant).
The grid highlights are automatically displayed based on your setup, but there are no limits/conditions on which combatants of the player are highlighted. There are different highlights, though.
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I don't think so - make sure you're on the latest version (ORK 3.2.0), that fixed some issues with grid mask rotations in 2D.
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Sure: - in the mask, the line should to the front (i.e. from origin upwards) if it should go into the front direction of the combatant - enable using Local Space (and possibly In User Space)
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@gamingislove I have been able to successfully rotate the attack range to the correct position, but after using the Face Camera, although the attack direction is correct, only the direction to the right will cause damage. How to solve this problem?
Can you give more information on your combatant's prefab setup? E.g. when using Face Camera component, make sure it's used on a child object (and the sprite as well) if using rotations for the direction.
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@gamingislove I was using a 2D Battle Grid combatant prefab, and I put the Face Camera component on CombatantBase, do I need to put the prefab weight in a new setting, and where do I put the Face Camera component separately?
If I don't use the Face Camera, the character will rotate according to the direction of the attack, and the attack can also cause group-wide damage. I found that all the positions of the attack are from the right side of the character. Is the skill mask not able to do the real rotation?
The grid highlights are automatically displayed based on your setup, but there are no limits/conditions on which combatants of the player are highlighted. There are different highlights, though.
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By the way, is there anything wrong with the 2D Mask?
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I've tried but I still can't rotate the line to the direction I want it to go.
can give me some more details .
Thanks!
- in the mask, the line should to the front (i.e. from origin upwards) if it should go into the front direction of the combatant
- enable using Local Space (and possibly In User Space)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I have been able to successfully rotate the attack range to the correct position, but after using the Face Camera, although the attack direction is correct, only the direction to the right will cause damage. How to solve this problem?
E.g. when using Face Camera component, make sure it's used on a child object (and the sprite as well) if using rotations for the direction.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I was using a 2D Battle Grid combatant prefab, and I put the Face Camera component on CombatantBase, do I need to put the prefab weight in a new setting, and where do I put the Face Camera component separately?