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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
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  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
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    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
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    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
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    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
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    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
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    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • This Is Not The End
    • Quickstart Extended
      • Unity UI: Interaction HUD
  • Schematics Tutorials
    • UI Animation Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Interaction HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
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  • Components

Move AI Components

Learn more about move AI components.

Move AI Component #

The Move AI component is automatically added to a combatant’s object when using the move AI.

You’ll never add this component manually.

Move AI Area Component #

The Move AI Area component is used to allow or block using the move AI within it’s bounds.

Unity: Requires a collider with Is Trigger enabled attached to the object.

The use of the component can be limited to being in the field or in battle.

Move AI Hiding Area Component #

The Move AI Hiding Area component prevents combatants from being detected by the move AI’s target detection while being within the area.

Unity: Requires a collider with Is Trigger enabled attached to the object.

Move AI Range Component #

The Move AI Range component is used to limit the random patrol and move range of a combatant to a defined area.

Unity: Requires a collider with Is Trigger enabled attached to the object.

Optionally limiting random patrol will only use positions within the area for random patrol.

Optionally limiting the move range will move the combatant back to it’s initial position when it leaves the area (i.e. same behaviour as when leaving the optional move range of the move AI). This’ll replace the move AI’s move range setup.

The Move AI Range component has to be selected by a Combatant Spawner or Add Combatant component to be used by a combatant.

No Random Patrol Component #

The No Random Patrol component prevents combatants from using positions within it’s area for random patrols.

Unity: Requires a collider with Is Trigger enabled attached to the object.

Can also be used if the component’s object or it’s child objects where hit by the raycast finding the random patrol position. E.g. add the component at the root of your level’s blocking architecture to prevent combatants from patroling there (objects still need colliders on them to be able to hit them with the raycast).

Point of Interest Component #

The point Of Interest component can be detected by a combatant’s move AI while moving between waypoints (i.e. no detected target).

Optionally uses a schematic when the combatant reaches the POI. The schematic uses the combatant as Machine Object and the POI as Starting Object.

E.g. use this to play an animation or show a dialogue, or do whatever else you want.

The component also defines at which distance the combatant will stop, as well as the speed at which the combatant will move toward it. Additionally, the POI can have a Detection Tag, limiting who can detect it.

The move AI can be set up to use points of interest in the Waypoint Settings, where you can also define tags that can be detected by the combatant (without a defined tag, the combatant will be able to detect all POIs). The actual detection of POIs is handled just like detecting enemies, i.e. via the Enemy Detection settings.

Table of Contents
  • Move AI Component
  • Move AI Area Component
  • Move AI Hiding Area Component
  • Move AI Range Component
  • No Random Patrol Component
  • Point of Interest Component
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