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  1. Re-join a battle

    zatokar
    by zatokar · February 14
    As for the point #2 there is an End Battle which I have set to None and I assume that's what you meant, so I guess this is out of the way.
    Now I managed to revive the player and have 3 problems:
    1. Player is turned away from the enemy. Look At Enemies node is not available in the regular Game Event. How can I turn him towards the enemy?
    2. Popup is still there, what is the best way to destroy it?
    3. Battle remained, both combatants are alive and both have In Battle set to true, yet nothing is happening. Monster is not autoattacking player combatant.
    Any suggestions?
  2. How to position multiple elements within a GUIBox?

    zatokar
    by zatokar · February 14
    I solved #2 by setting the Y position in the Total Level Up text.
  3. Grid Battle Animation

    gamingislove
    by gamingislove · February 7
    Counter attacks are triggered at the end of the ability that caused it (i.e. when the battle events of it finished).
    There are 2 solutions I see for this:
    1) Add some time at the end of the ability causing counters.
    2) Add some time at the start of counter attacks. Since the combatant's counter attack is a separate ability, you can just set one up specific for counters and add a short wait time at the start (e.g. through an additional battle event as first event using a Wait node).
    #2 is probably the better solution.
  4. [Solved] Tutorial Help: Spawning two brown pants

    gamingislove
    by gamingislove · December 2020
    While it's nice having the additional help, it's most likely due to using both options for adding and spawning the player in tutorial #3.
    You should either use the easy way (#1) or an event interaction (#2). Using both will execute the event twice, adding the combatant twice to the group.
  5. Combat related questions

    hellwalker
    by hellwalker · December 2020
    I have an unusual status effect I want to attempt. And I wanted to consult on the best way to approach this.
    Hallucinations - Target sees extra fake enemies while under influence of this status effect.
    I'll probably write the custom code for spawning these dummies. But in terms of them joining the battle and being only visible to the affected combatant.
    #1) Should I spawn new combatants and call join the battle on them? Or was there like summon temporary ability functionality that I could use? I remember something about that.
    #2) To control this behavior, I was thinking of using Status Effect's game events. Turn Start/Turn End to call custom functions for spawning/despawning the decoys. Or is there a better approach?
  6. How to start a battle when you switch scenes

    gamingislove
    by gamingislove · November 2020
    #2 will definitely be better.
    How have you set up the transition from Scene A to the battle scene? Is it using a Scene Changer component, a game event or are you using a teleport battle?
  7. Level Up - Add status value bonuses

    hellwalker
    by hellwalker · November 2020
    Thank you!
    For #2 I'm more looking to add a fixed bonus to normal type/noncombined status values.
    For example, I have a regular status value called Skillpoints. In my custom "Skill Shop", players can spend Skillpoints to upgrade status values.
    And on each level up, I want to add a fixed amount of skill points. For example each level up to get +3 skill points.
    Is there such "Bonuses on level up" feature anywhere? Or can Value Development be used for this?
    Because from what I understood Value Development will set status value to specific value. It won't add it.
    The difference is that in my case, Skill points can be spent down to 0. So, It's not really connected to level progression.
  8. Place On Grid issue

    Riffage
    by Riffage · November 2020
    Hello,
    I'm using Turn Based battles (Active Turn Based Mode), Hex grid.
    In the battle Start Event, I intend to use "Place On Grid" node to place all roaming combatants (both NPCs and player group) on an available cell, closest to combatant's actual position. I believe that's what the "Place On Grid" node was meant for. But after experimenting with several setups, I'm still facing following issues(s):
    Issue #1: On the first battle turn, Player turn is skipped and NPC AI battle script starts running in never ending loop. I guess, that for some reason Player combatant or NPC combatant (or both) is not placed on the grid propperly, so the AI script does not find any enemy on the grid.
    Issue #2: Only available action for Player combatant is "No action/End turn". Turns are being cycled OK (not looping forever as in Issue #1), but NPC AI battle script does not register any target again.
    For further information, I tried following setups:
    SETUP A
    NPC combatants are spawned by the Battle Event component, which is linked to the nearest Battle Grid. Player group is roaming freely and battle starts when player enters the Battle Event area. Please note this is not desirable scenario, since NPC conbatants should be pre-spawned and roaming the area already... but this is the only scenario where I'm able to achieve some functionality (in variant #1).
    Variant A1: Using "Player Grid Placement" node -> NPC combatant is placed automatically on a free deployment spot, battle usually all works fine, but sometimes Issue #1 happens. Issue appearence seems to be related to the case, on which cell the Player combatant is placed.
    Variant A2: Using "Place On Grid", Use Deployment Cells: Enabled, Place All: Enabled -> No Player combatant is placed/shown at all on the grid and Issue #1 happens.
    Variant A3: Using "Place On Grid", Use Deployment Cells: Disabled, Place All: Enabled -> Player combatant is placed and visible, but Issue #2 happens.
    Variant A4: Using "Place On Grid", Use Deployment Cells: Enabled, Place All: Disabled, Actor: Player group -> Player combatant is placed and visible, but Issue #2 happens.
    Variant A5: Using "Place On Grid", Use Deployment Cells: Disabled, Place All: Disabled, Actor: Player group -> No Player combatant is placed/shown at all on the grid and Issue #1 happens.
    SETUP B
    NPC combatants are pre-spawned by the Combatant Spawner (single) linked to the nearest Battle Event, which again points to the nearest Battle Grid. There is no combatant spawned by the Battle Event itselves ... probably due to this, battle does not start by Battle Event trigger (combatant enterring the area). This seams bit weird. But, the battle is triggered when player group enters the agro area of the copmbatant, which is OK. This is wanted scenario, but in this setup I'm not able to run the battle, since Issues #1 and #2 are happening all the time.
    Variant B1: Using "Player Grid Placement" node -> Player combatant is visible, but after manual placement Issue #1 happens.
    Variant B2: Using "Place On Grid", Use Deployment Cells: Enabled, Place All: Enabled -> No Player combatant is placed/shown and Issue #1 happens.
    Variant B3: Using "Place On Grid", Use Deployment Cells: Disabled, Place All: Enabled -> No Player combatant is placed/shown and Issue #1 happens.
    Variant B4: Using "Place On Grid", Use Deployment Cells: Enabled, Place All: Disabled, Actor: Player group -> No Player combatant is placed/shown and Issue #1 happens.
    Variant B5: Using "Place On Grid", Use Deployment Cells: Disabled, Place All: Disabled, Actor: Player group -> No Player combatant is placed/shown and Issue #1 happens.
    Issues occurence also seems to be somehow linked to the Battle grid itselves, the behaviour is not same on all the battle grids!
    Thanks for your support!
  9. Auto attack

    Riffage
    by Riffage · November 2020
    Hello,
    After several days, I'm not able to get throught the following two issues...:
    Issue #1:
    In the grid based battle - my NPC combatant is attacking the enemy automatically using basic attack, when it comes to the attack range. Is it possible to disable this behaviour?
    I would like to controll all the atack (and NPC behavoiur) through my battle AI scripts.
    Issue #2:
    In the grid based battle - I'm using formulas to callculate the hit chance, critical chance and damage, using it in the ability setup.
    But seems that the formulas are being called several times, messing up the results.
    I even used empty formulas (with just debug output) and double checked abilities setup, combatant setup, battle setup ... but I still do not see the cause...
    Thank you!
    Best regards,
    Riffage
  10. Get selected Combatant when using an Item

    keyboardcowboy
    by keyboardcowboy · September 2020
    A created a custom node to remove a random status effect when a healing kit is used. This works fine for the currently active party member.
    However, I need to figure out how to apply this function to the combatant you select from the Combatant Selection window.
    For example, if I use a healing potion (no custom code) and select combatant #2 from the list, combatant #2 is healed.
    Is this possible?
    I found - ChoiceSelected in lots of the menu scripts; but, they return nothing.
  11. Has In Inventory node - check items according to the variable/Object variable

    Riffage
    by Riffage · August 2020
    Hello, I'm trying to check player inventory for a given item, but the item name shall be defined by given variable.
    Use case:
    To open the doors, player need to have relevant key in his inventory.
    Solution #1 I'm trying to implement now:
    Each "Doors" object have "key_name" variable in it's Object variables, defining the name of the Key needed to open the doors. Then in a Game Event, I'm using "Has In Inventory" node to check if an item of the given name is present in the inventory or not.
    Issue:
    I'm able to read the Object variable successfully, but "Has In Inventory" node is always returning "Failed", never "Success" (despite the item named "Rusty key" is present in the Player inventory).
    image
    https://drive.google.com/file/d/1s2sM5tNSeflJCJRFqgrJa_77eeHw2cV3/view?usp=sharing
    To make it super-simple, I even tried to set the variable value manually - see the screenshot. Still no hit.
    image
    https://drive.google.com/file/d/1HRqM5WBHoffN6Z1zL2rMejXRe40vz-tx/view?usp=sharing
    When I select the item manually (not using selected data) then it works, but in such case I would need dedicated Game Event for each Doors - absolutelly no way.
    What I'm doing wrong?
    Variable settings in "Has In Inventory" seems a bit odd...
    Thank you in advance for your support!
    Bonus: solution #2 (wanted):
    Better, I would like to check the inventory items based on it's name and also Item Variables, so I could have many keys with the same name ("Key"), /but of different prefab = colour, shape, etc../ and use each Item Variables to link them to the relevant doors.
  12. Advice: turning animations and Move AI fine-tuning?

    type4101
    by type4101 · August 2020
    I'm using ORK and Makinom together (via plugin) and trying to accomplish some things on AI controlled Navmesh agent combatants. I'm hoping for some advice. This is for real time combat.
    #1. I make use of ORK's automatic move animations, and would very much like to blend in an automatic turn animation (a slight tilt) when an AI is either turning left or right (to avoid that "straight as a board" animation when turning). Is this possible with ORK? Like, can ORK recognize when an AI is rotating, and change a mecanim parameter (e.g. "isTurningLeft" boolean)? That would help make animations look much more lifelike.
    #2. Can anyone help me figure out a way to make a navmesh AI run alongside an enemy. Think like a pirate ship sailing alongside a target for a "broadside" attack.
    #3. How about making an navmesh combatant AI run by (or even through) a target. Like an airplane flying over a battleship, for a "strafing run" and then continuing on for a bit before circling back around for another run.
    Any thought on these? If so, let me know and I'll give them a try!
  13. Make an area with random encounter rate

    gamingislove
    by gamingislove · July 2020
    What you're looking for are the Random Battle Areas, and they're used in tutorial #29 :)
    If your battles should take playe in a different scene, check out this gameplay tutorial.
  14. Combat related questions

    hellwalker
    by hellwalker · June 2020
    #1) Is there a way to structure the turn order/initiative so It's like.
    Your party and enemies take turns one by one. Not the whole party but. Lets say we have 5 enemies, 3 players. Turn order would be:
    Enemy#1, Player#1, Enemy#2, Player#2, Enemy#3, Player#3, Enemy#4, Enemy#5.
    #2) If yes, is it possible for initiative inside faction to still be formula based? Like It's still Enemy/Player/Enemy/Player but if Player #2 has high speed skill he'll go first within his faction.
    #3) If not, where should I look to add this functionality? Which class is it better to modify?
    #4) What could cause Combatant.Battle.EndTurnCommand(false);
    Command to fail ending turn?
    #5) The problem where player turn was skipped happened to me again. I debugged the turnbasedbattle class and GetNextSelectingCombatant() when it comes to Player few things go wrong.
    A) ReceiveActionsPerTurn is set to false so as I am guessing AP don't get reset?
    B) CanChoose function returns false because IsChoosing is set to true, could it be because of my code character got stuck in IsChoosing state?
    Here is video demonstration:
  15. Combat related questions

    hellwalker
    by hellwalker · June 2020
    Thank you!
    #1) Hmm, I can't use in my setup battle event to search for targets. Hard to explain, but there are whole bunch of things going on with custom selections, shapes etc. It's easier to search targets by code.
    Ok I did some tests, if I select the Target as none, the ability is just not applied.
    If I set it as group than, the whole group of affected combatants gets the effects. So, for example if I feed player to AbilityShortcut.Use(), all the combatants that are group members of player get the effects.
    Here is a video demonstration:

    The female archer is not in a list of combatants in code debug, but she gets the effect anyway.
    So, group does not seem to work as a "more than one combatant", it seems to work as "Affect whole combatant group of the selected combatant".
    If I set it to Single, then everything just goes weird.
    Is it possible to somehow ignore the whole target settings and just use a custom list of targets?
    #2)Ahh I saw it! So the whole target change can be filtered. I missed that. That's neat.
  16. Combat related questions

    hellwalker
    by hellwalker · May 2020
    Thank you!
    #1) For ability, if I add action will that mess up with battle order?
    I have Active Turn based combat. And my setup is, because of the gridless combat during my custom movement, I want to reduce AP, when combatant has run X distance.
    #2) So, if I reduce ActionBar property, do I also need to increase UsedActionBar property?
    #3) I'm having a rare bug where when it's players turn, the turn is just skipped and NPC turn starts. This usually happens several turns into the game. I'm guessing I'm messing with battle order somehow. Any clues what I could check? This is the way I'm handling it.
    1) AI runs ability
    2) Ability battle event runs my custom code
    3) Custom code sets ORK global variables and finishes ability battle event
    4) When AI restarts for new action, based on global variables, it performs actions using ORK nodes.
    In the test play session, I have not used any player abilities, so as far as I can tell. The only thing I changed outside ORK was ActionBar. Could timing of that offset something?
  17. Combat related questions

    hellwalker
    by hellwalker · May 2020
    Hi,
    #1) I want to create a custom AI node, that will just wait for my delegate and then call "Next" output. That part is not a problem.
    But, I'm a bit confused about how all that AI step delaying works. I figure I also need to create AIAction but looking at delayed actions like GridMove or Ability. Still a bit confused where that happens.
    Could you point to where I can tell AI step that it's not finished processing yet?
    #2) Is there anything blocking the custom code calls of Ability Use commands from being executed on combatant in battle when it's not combatants turn?
    P.S. What I want to do is for Enemy AI, to launch a custom script through this node that will determine targets and use abilities, and then return AI control to ORK. Is this possible?
  18. I am having a very hard time with ui.

    hellwalker
    by hellwalker · April 2020
    Yeah, you can get data from ORK to display the way you want and you can call functions on those events, and you can look in source code if anything is unclear.
    If you have discord: Hellwalker#2968
  19. Combat related questions

    hellwalker
    by hellwalker · February 2020
    Thank you I'll try ending turn when I add new ones.
    #1) What is the best/optimal way to temporarily give a command(Player Control) of combatants on the battlefield to the player? I'm doing this in a battle event.
    They need to be made Active Group members right? Or any other requirement?
    #2) I've overriden battle object with custom battle event, and I have not connected Player Grid Placement but used Place on Grid to place player. For some reason the Combatant placement is still displayed. Is there some global setting for this?
    image
    #3)
    Is there a way to add combatant from Battle Event mid-battle, but use Gameobject Combatant instead of spawning new one?
  20. Combat related questions

    hellwalker
    by hellwalker · January 2020
    Hmmm...
    So, if I understood this correctly by doing this:
    https://i.imgur.com/GN4B4D9.png
    I have
    #1)Spawned a Combatant A into a new Allies Group
    #2)Selected that combatant into selected data
    #3)Spawned a new Combatant B into a group of a Combatant A from step #1.
    But then if I try to select Combatant B from step #3 with this node:
    https://i.imgur.com/KEgWQem.png
    And grid swap it using this node:
    https://i.imgur.com/OHvNvjt.png
    Combatant A is moved instead. And the same thing happens for 3 more combatants spawned using the same way.
    But if I leave everything as it is, but only change Step #3 Combatant B to spawn into new faction then everything works correctly and Combatant B is moved using grid swap.
    My guess is I'm missing some obvious setting where It says one of the operations works on the group leader instead of individual combatant, but I have not spotted it yet :(.
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