In this tutorial we’ll set up some more schematics to animate battle actions.
Currently, our enemy’s object is just destroyed when killed, and our player also shows no reaction on death. Like abilities, we can animate the death of a combatant using schematics – and that’s what we’ll do now.
We’ll also set up a schematic to animate the use of items and non-physical attacks (spells, support).
We’ll set up 3 schematics:
- player death
- enemy death
- use (items/magic)
Let’s get to it.
Player Death Schematic #
We’ll start with the player’s death – it’ll play a sound and animation using the Death organizer type, playing the combatant’s sound and animation assigned to the type.
As usual, the user of the action (i.e. the dying combatant) is the Machine Object.
Open the schematics editor.
Play Sound #
Add Node > Audio > Audio > Play Sound
Play the Death organizer type on the user.
- Object (Play On)
Select: Machine Object - Use Organizer Type
Enable - Organizer Type
Select: Death - Play One Shot
Enable
Combatant Animation #
Add Node > Animation > Combatant > Combatant Animation
We’ll play the Death organizer type’s animation.
- Object
Select: Machine Object - Organizer Type
Select: Death - Wait
Enable
Calculate Action #
Add Node > Battle > Action Outcome > Calculate Action
Death doesn’t need to be calculated, but it sets some things that are used by other features, e.g. as the latest damaged combatant for the (optional) battle camera. It’s good practice to always do this for your schematics animating battle actions.
Calculating an action’s outcome defaults to playing animations, e.g. damage, or in this case, the death animation. Since we manually play the death animation to be able to wait for it to finish, we don’t want this to happen and need to disable the setting.
- Animate Target
Disable
And that’s it for the schematic. Click on Save Schematic to save it, e.g. as DeathPlayer.
Enemy Death Schematic #
Next, we’ll let the enemy die – beside playing the death sound/animation, we’ll also fade it’s object to black and let it sink into the ground.
We can continue working on the schematic and save it as a new file.
Change Color #
Add Node > Animation > Fade > Change Color
We’ll fade the color of the combatant’s object.
Add this node after the Combatant Animation node.
- Color Type
Select: Renderer - Fade
Select: Fade - Time
Select: Value > Value
Set the value to: 1 - Fade Alpha/Red/Green/Blue
Enable - From Current
Enable - End Color
Select a black color with no alpha.
Though, the used renderer doesn’t really support transparency. - Object
Select: Machine Object - Scope
Select: All In Children
Move Into Direction #
Add Node > Movement > Movement > Move Into Direction
Now we’ll move the combatant down into the ground.
Add this node after the Change Color node. This node connects to the Calculate Action node.
- Object (Moving Object)
Select: Machine Object - Move Component
Select: Transform
This’ll prevent any physics from getting in the way. - Time
Select: Value > Value
Set the value to: 1 - Wait
Enable - Speed Type
Select: Value - Speed
Select: Value > Value
Set the value to: 1 - Vector3 Type (Direction)
Select: Value > Direction - Direction
Select: Down - Local Space
Disable
And that’s it for the schematic. Click on Save Schematic to save it, e.g. as DeathEnemy.
Use Schematic #
And finally, we’ll set up a schematic to animate using something, e.g. an item or magic spell. We’ll play the Use animation, play an audio clip and spawn a prefab.
Create a new schematic.
Settings #
We’ll add a prefab and audio clip to the schematic – however, we don’t select assets for them.
We’ll later use the asset override settings to set them depending on which item or ability they’re used in.
Prefabs #
Click on Add Prefab Resource.
Audio Clips #
Click on Add Audio Resource.
Combatant Animation #
Add Node > Animation > Combatant > Combatant Animation
- Object
Select: Machine Object - Organizer Type
Select: Use - Wait
Enable
Wait #
Add Node > Base > Wait
We’ll wait for a short time.
- Time
Select: Value > Value
Set the value to: 0.2
Play Sound #
Add Node > Audio > Audio > Play Sound
Play the audio clip on the target.
- Object (Play On)
Select: Starting Object - Audio Asset
Select: 0: (the audio clip we set up). - Play One Shot
Enable
Spawn Prefab #
Add Node > Object > Prefab > Spawn Prefab
We’ll spawn the prefab on the target (Starting Object).
- Prefab
Select: Prefab 0 - Use Prefab Rotation
Enable - Target Type
Select: Object - Object (Target Object)
Select: Starting Object - Spawn At
Select: All - On Child
Select: Path
We’ll define a path to a child object. - Find Child
Set to: Center
We’ll spawn the prefab at the center of the target’s object.
The Center child object is already set up on all combatant prefabs.
Wait #
Add Node > Base > Wait
We’ll wait again.
- Time
Select: Value > Value
Set the value to: 0.5
Calculate Action #
Add Node > Battle > Action Outcome > Calculate Action
We now calculate the outcome of the action.
No further settings needed.
Wait #
Add Node > Base > Wait
We’ll wait again.
- Time
Select: Value > Value
Set the value to: 1
And that’s it for the schematic. Click on Save Schematic to save it, e.g. as Use.
Special Commands #
Back to the special commands – we’ll set up the defend and death battle animations here.
Navigate to Battles > Special Commands.
Defend > Animation Settings #
Click on Add Battle Animation.
- Schematic Asset
Select: Use
Death > Animation Settings #
We’ll use different setups for player and enemy combatants.
Click on Add Battle Animation.
- Schematic Asset
Select: DeathPlayer - Player/Ally
Enable - Enemy
Disable
Click on Add Battle Animation again, now it’s time for the enemy.
- Schematic Asset
Select: DeathEnemy - Player/Ally
Disable - Enemy
Enable
Save Changes #
And that’s it!
Save the changes using the Save Settings button at the bottom of the editor.
Testing #
Hit play and start a battle.
The enemy dies properly (so does the player), defend is animated – everything works.
Next, we’ll add some items.





