Questions - Equipment groups, skill script, enemy collision

Gerbilt

Intern
Apprentice
Greetings, have several questions unsolved:
1. Can I use different groups of equipment slots in different UI screens?
For example several "upgrade slots" thats technicaly are equipment, but i dont want them to show on usual equipment page but in separate place. Experiment with Filters but not sucсesseful yet.

2. Can I use an offence skill from Global script triggered with other skill? In particular to execute several skills with script. I expect them to run one by one with there inner animations and effects but it didnt work correctly. There arent many settings there - all I can set is the hero (that is always set as "target" but I hope its the target just as a skill source) and the Skill ID.

3. Have problem with enemy entity collision that should enter combat but it doesnt - enemy chases hero but doesnt ever touch him (always stops in front of him).
Tried to choose "Ignore Entity collision" + "Register Ignored Collisions", different speed and delay combinations, Step toward hero path, different collisions types and sizes. All without success. If hero walks towards enemy then collision activates and combat starts, so its just entity movement problem. What can go wrong?
 
1. Believe you can use the Filter "Slot" to just show specific Equipment Slots. So Slot = 1 will show Equipment Slot 1 in that Templated List and so on, and Slot != 1 will not show Equipment Slot 1. The Value here is the Index in the Database, so Database - Items - Equipment Slot. Index 1 is the 001 Number in that list.

2. I do not believe that is possible currently.

3. That isn't an issue for Collision, more that the Entity will always stop before colliding with the Player, so you need it to walk to the Players Location, rather than to Follow the Player. Such as using Pathfind, and setting the Pathfind Location via Variables, so it walks to the Players XYZ Position.
 
Thanks!
For the 1:
Still mess with it, did I get It right that way? (tries both with additional space between)
scr3.png

Didnt get that logic, but if it works...

For the 3:
Oh thought "Stept toward hero" will be a direction\vector. Mb it will be easier to make additional projection scripts to collide with it, than to make coordinates to value manual system to track hero for pathfinding.
Its ironic that to make moving enemy that trigger combat when collide or hit you dont actually need enemy sprite to move exactly on hero position. It will be fine to get in front of the hero to get the slight collision - that will not happen now because it will always stops out of reach %)
 
For the Equipment Slots, it should just be "Slot". Then 0, 1, 2, etc. 0 Is the First Equipment Slot in your Database, so here "Slot" = 0. Would show Equipment Slot - Main-Hand in that UI.

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And if that doesn't work in the Filter for the Main Filter for the UI, try to put it inside a Script Command inside the UIs "Loaded Script", "Set User Interface Context - Filter Only" Targeting the specific UI Element you use to show the Equipment Slots on.
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