- Sep 14, 2015
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Also, I'm using solid regions, and while they seem to work for making enemies not see through walls, noTarget skills seem to pass through walls still.
If you set Sp-Parameter Target Rate = 0 for player, enemies not will see you. You can use it to develop some stealth in your game
Only plugin, not game.can i askk i'm new here, Are you building a new game base on your plugin that you are making??? I HOPE YOU ARE!!
Saving in an abs map with enemies nearby and then loading the save seems to turn off their battle AI too, they detect but dont chase/attack, you can still kill the enemies but their responses are off, havent tried the "spawning" way as i manually setup the enemies by database reference but ill give a try to spawning.I've searched this thread and did not find the answer or anyone having the same issue as me.
Using version 1044.
When I open the menu on a map that has enemies on it and close it and approach them, they don't trigger.
If I leave the map, come back and then approach them, they pursue and attack accordingly.
Opening the menu kills the enemy's ability to react to player, but transferring to another map and back allows the enemies to then function properly. The menu breaks something, but reloading the map fixes it (this is strange because fixing it does not require an entire game restart).
Has anyone else experienced this; or figured out how to remedy it? Is there a note tag I need somewhere to fix this?
I'm having this issue in my main project was able to recreate it in a blank project with no other plugins active.
This occurs with the most basic of setup: an enemy in the database and that enemy being called in a map. There are no note tags being used anywhere except <ABS> in the map and the required note tags for Skill 1.
There are no crashes or errors to report.
Please help because if this is just how this works, then I'll need to find and alternative; it's been a great plugin so far. Not convoluted at all.
EDIT: Solved. You have to spawn the enemies from the spawn map in order to prevent this. I was just referencing the enemies from the database directly in events.
You can use a commentary like <noActive:A> in an event's first page so it's AI will only activate with a plugin command.Hello, been enjoying your plugin a lot! The only problem i have encountered so far is that looted items appeat twice on the item notification bar, exp and money dont have this behavior but any item i add to the character gets listed twice, any ideas what can be causing this?
On another note, is there a script call to "turn off/on" the abs system? I want to make a cutscene then "turn on" the battle system for a smooth transition into battle.
You're showing us the tab "Elements", could you take a screenshot of the tab "Console"?Hello. I have a problem with the installation of alpha abs. When I put everything from alpha abs datas into my game it's shows me this.
Any solutions? Thanks.
Which one is the tab Console? Sorry.You can use a commentary like <noActive:A> in an event's first page so it's AI will only activate with a plugin command.
The plugin command to activate it is: ABS activate eventName
You'll need a page for the deactivated enemy, a page for the activated enemy (with the self switch A as condition in this example) and a page for the dead enemy, so your event will need at least 3 pages.
You're showing us the tab "Elements", could you take a screenshot of the tab "Console"?