I haven't been able to test adding battle combatants yet, but I will continue testing based on your advice.
I am looking forward to the next update.
It seems there have been a lot of questions about adding members outside of the player group recen…
I have resolved the issue with the components for the enemies.
For now, I think this matter is okay.
I appreciate your help.
As I am still new to ORK, there are many things I do not understand and parts that are confusing.
I am trying many thing…
Thank you for the response.
I was able to adjust the camera. The target combatant is displayed in the center when entering battle commands.
Regarding the Other Player Group, I set the Group ID to 1 in the first node and set the member index. I tri…
Oh, indeed, it worked well with the blend tree!
I do not fully understand why the character does not move when sending the walk parameter in the field, but for now, I was able to make it move.
Thank you very much!
However, when moving using the Ch…
The issue with Mecanim continues to trouble me.
There has been a recurring problem where the character quickly switches between idle and walk states. During combat and other situations, the character often performs actions on its own. When I checke…
Regarding this matter, I was able to enable the enemy's component.
It seems that the reason it wasn't enabled was due to another cause.
As a result, the enemy now moves into battle, approaches the player, and attacks.
Thank you very much!
Is ORK using the Animator.Play method to move animations without using transitions or parameters?
In any case, I think I've figured out why the animation keeps repeating endlessly.
I thought the animation wouldn't stop with a bool.
When trying to…
The enemy prefab's components are set as follows:
NavmeshAgent (disabled during combat to prevent automatic movement)
Rigidbody
Capsule Collider
Character Controller (enabled during combat only)
A script for patrolling and player tracking movem…
The enemy characters were not moving because they did not have a CharacterController component attached.
However, when I attach the CharacterController component, they keep performing the walk action endlessly and continue moving forward.
To preve…
I was able to find the range settings.
They were located in the use range setting under the target selection settings.
Now I can set the attack and skill range.
Next, I want to be able to move to distant enemies or combatants during combat.
I fo…
Currently, I am using this setting's controller.
It seems that the issue is not with the controller itself.
For example, the Attack schematics when attacking have a node to execute the animation, and if it is not present, the attack does not occ…
Disabling the "Place at Stop" node indeed made the enemies stay at the encounter location. Additionally, by setting the "Place at Stop" node to only the player, I was able to form a formation with only the player group.
Thanks for the advice.
Now,…
@GIL
I had not realized until now that can register objects on the Inspector component.
I thought everything needed to be registered in the Schematics section.
And when I set the rock object in the Actor field of the AutoMachine, it floated perfe…
@GIL
I have already read the Mecanim animation tutorial.
Things have progressed to a certain extent since yesterday.
I am trying to perform an attack action with Combatant Animation in the Attack schematics.
The cause seems to be that the bool va…
#GIL
Stopping wandering NPCs during combat worked well.
As I asked in another thread
other scripts couldn't read global variables
so instead I attached an empty component at the start of combat
and used that as a trigger to stop them.
As for the s…
I managed to solve the issue of fighting the enemy at the location of the scene where it was encountered.
I attached my own script to the combatant prefab that is summoned by the spawner.
All that's left is, as I mentioned in the previous comment, …
One more thing to add:
I would like to fight multiple wandering NPCs that are near the player at once.
Is this possible?
The battle range settings are different, right?
I tried it, but only one enemy appeared.
I have the same problem when using an x-box controller.
I changed the sensitivity in unity's project settings
but it didn't fix it.
This problem can also occur in projects other than ORK,
so ORK may not be the cause.
@GeneralK
I am not using any other battle start schematics.
However, I used Variable Fork to check if the variables had changed, and they had.
It seems there is a problem with the script that reads the variables.
I will check that script.
Thank y…