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Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 2D Grid Battle RPG
  • 14 Shoot Schematics

14 Shoot Schematics

Table of Contents
  • Arrow Shot Schematic
    • Settings
      • Prefabs
    • Play Sound
    • Spawn Prefab
    • Rotate To
    • Change Position
    • Destroy Prefab
    • Spawn Prefab
    • Wait
    • Calculate Action
    • Play Sound
  • Shoot Schematic
    • Settings
    • Removing Nodes
    • Start Machine
  • Double Shot Schematic
    • Start Machine
    • Wait
  • Abilities
    • 1: Shoot
      • Battle Animation
    • 5: Double Shot
      • Battle Animation
    • 6: Round Shot
      • Battle Animation
  • Save Changes
  • Testing
  • Updating Combatants
    • Attacks & Abilities > Ability Development
      • Learn Ability X
  • Save Changes
  • Testing
  • Optional: Study

In this tutorial we’ll continue setting up schematics to animate battle actions.

Animating the bow attacks is a bit more complex, because we also want to shoot an actual arrow at the target. We’ll set up a separate schematic for the arrow shot (and damage by the arrow) – this allows us to reuse the shot in the Double Shot ability and shoot an arrow for each target in the Round Shot ability via a Start Machine node.

We’ll set up:

  • arrow shot schematic
  • shoot schematic (will be used by Shoot and Round Shot)
  • double shot schematic
  • update shoot abilities

Let’s get to it.

Arrow Shot Schematic #

The arrow shot will spawn the arrow prefab, move it to the target and damage it – with some sound and hit prefab like the attack schematic.

This schematic will be used by other schematics via a Start Machine node, which will set the Machine Object to the attack’s user and the Starting Object to the individual target (i.e. for the Round Shot ability this’ll be executed for each target individually).

Navigate to Schematics and start working on a new schematic.

Settings #

We’ll add two prefabs, one for the hit effect and the arrow.

Prefabs #

Click on Add Prefab Resource.

  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 0.55.
  • Prefab
    Select Slash.

Click on Add Prefab Resource.

  • Prefab
    Select Arrow.

The arrow isn’t automatically destroyed, so we need to do that manually.

Play Sound #

Add Node > Audio > Audio > Play Sound

Play the Attack sound type on the user.

  • Object (Play On)
    Select Machine Object.
  • Use Sound Type
    Enable this setting.
  • Sound Type
    Select Attack.
  • Play One Shot
    Enable this setting.

Spawn Prefab #

Add Node > Game Object > Prefab > Spawn Prefab

We’ll spawn the arrow on the user.

  • Prefab
    Select Prefab 1.
  • Target Type
    Select Object.
  • Object (Target Object)
    Select Machine Object.

Rotate To #

Add Node > Movement > Rotation > Rotate To

We’ll now rotate the arrow to face the target.

  • Is 2D
    Enable this setting.
  • Object (Rotating Object)
    Select Prefab 1: Arrow.
    Set the value to -1.
    This’ll use all instances of the arrow prefab that where spawned by the running schematic.
  • Rotate Component
    Select Auto.
    Since the arrow prefab only has a Transform and no Rigidbody 2D like the players, we can use the automatic setup here.
  • Is 2D Look At
    Enable this setting.
  • Rotation Target
    Select Game Object.
  • Object (Rotation Target)
    Select Starting Object.

Change Position #

Add Node > Movement > Movement > Change Position

And now we move the arrow to the target.

  • Object (Moving Object)
    Select Prefab 1.
  • To Object
    Enable this setting.
  • Object (Target Position)
    Select Starting Object.
  • Move
    Enable this setting.
  • Wait
    Enable this setting.
  • Move By Speed
    Enable this setting.
  • Stop At Target
    Enable this setting.
  • Speed
    Select Value > Value.
    Set the value to 5.

Destroy Prefab #

Add Node > Game Object > Prefab > Destroy Prefab

The arrow reached the target, we can now destroy it.

  • Prefab
    Select Prefab 1.

Spawn Prefab #

Add Node > Game Object > Prefab > Spawn Prefab

But we spawn the effect on the target.

  • Prefab
    Select Prefab 0.
  • Target Type
    Select Object.
  • Object (Target Object)
    Select Starting Object.

Wait #

Add Node > Base > Wait

  • Time
    Select Value > Value.
    Set the value to 0.2.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

We now calculate the outcome of the action, but we only use the target of the schematic.

E.g. when this schematic is used by the Round Shot per target, we only want it to damage that one target, otherwise it’ll damage all targets of the action.

  • Use Other Targets
    Enable this setting.
  • Object
    Select Starting Object.

Play Sound #

Add Node > Audio > Audio > Play Sound

Play the Hit sound type on the target.

  • Object (Play On)
    Select Starting Object.
  • Use Sound Type
    Enable this setting.
  • Sound Type
    Select Hit.
  • Play One Shot
    Enable this setting.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as ArrowShot.

Shoot Schematic #

The shoot schematic is similar to the attack schematic, but we’ll replace the attack effect part with using our ArrowShot schematic.

We’ll simply change what we need to for this variation and use Save Schematic As to save it as a new schematic.

Open the Attack schematic we set up in the last tutorial.

Settings #

Remove the added prefab, we don’t need them here (they’re handled by the ArrowShot schematic).

Removing Nodes #

We don’t need any of the nodes between the 2 Play Sound nodes (including the Play Sound nodes), i.e. you can remove the whole block:

  • Play Sound
  • Spawn Prefab
  • Wait (0.2 seconds)
  • Calculate Action
  • Play Sound

Start Machine #

Add Node > Machine > Start Machine

This node is used to start a schematic.

Add the node after the first Change Variables node, i.e. it’s connected to the Next slot of the Change Variables node and connects to the 2nd Wait node.

We’ll start the ArrowShot schematic using the user and target and waiting for it to finish.

  • Schematic Asset
    Select the ArrowShot schematic.
  • Execution Type
    Select Multi.
    This’ll allow the schematic to be used multiple times at the same time.
    We’ll use that to shoot arrows at all targets of the Round Shot ability at the same time.
  • Wait
    Enable this setting.
    We wait for the arrow to hit.
  • Object (Machine Object)
    Select Machine Object.
    The user will also be the user of the started schematic.
  • Object (Starting Object)
    Select Starting Object.
    The target will also be the target of the started schematic.
    However, it’ll execute for each individual target, so our Round Shot ability will fire arrows at each target.

And that’s it for the schematic. Click on Save Schematic As … to save it, e.g. as Shoot.

Double Shot Schematic #

We’ll continue working on the same schematic, since the Double Shot simply needs to shoot twice.

We’ll change what we need to for this variation and use Save Schematic As to save it as a new schematic.

Start Machine #

Copy the already added Start Machine node and add it before the original, i.e. the first Change Variables node is connected to the copy.

We’ll disable waiting for this first shot to finish.

  • Wait
    Disable this setting.

Wait #

Copy one of the Wait nodes (all have 0.5 second waits).

Place the node between the 2 Start Machine nodes, i.e. there’s a 0.5 second wait between shots.

And that’s it for the schematic. Click on Save Schematic As … to save it, e.g. as DoubleShot.

Abilities #

All that’s left is to add the schematic to our bow attacks.

Navigate to Status > Abilities.

1: Shoot #

Battle Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Shoot schematic.

5: Double Shot #

Battle Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the DoubleShot schematic.

6: Round Shot #

Since our Shoot schematic shoots an arrow at every target of the action, we can just use it here as well.

Battle Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Shoot schematic.

Save Changes #

And that’s it for the bow attack animations!

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Testing #

Hit play in the Forest Battle 1 scene and shoot some enemies.

Arrows are flying, great!

However, you’ll most likely only have access to the regular Shoot attack due to the others being learned at later levels. Let’s change that.

Updating Combatants #

We’ll make the abilities of the combatants available to them at level 1.

Navigate to Combatants > Combatants, we’ll change them for:

  • Warrior
  • Rogue
  • Ranger
  • Wizard
  • Cleric

The monk only has a single ability and that’s already learned at level 1.

Attacks & Abilities > Ability Development #

We’ll simply set the Learn at Level settinf for all added Learn Ability settings to 1.

Learn Ability X #

  • Learn at Level
    Set to 1.

Repeat that for all combatants listed above and all their abilities.

Save Changes #

And now we’re done.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Testing #

Hit play in the Forest Battle 1 scene and test your ability arsenal.

 

Next, we’ll connect the town with the forest battle.

Optional: Study #

The Study ability is the only one we haven’t animated – and we won’t do it in this tutorial series.

However, you can follow this tutorial from the 3D RPG Playground series to set it up (probably without the menu, but you can naturally also add menus to game based on the 3D RPG Playground series).

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Updated on October 20, 2022
Table of Contents
  • Arrow Shot Schematic
    • Settings
      • Prefabs
    • Play Sound
    • Spawn Prefab
    • Rotate To
    • Change Position
    • Destroy Prefab
    • Spawn Prefab
    • Wait
    • Calculate Action
    • Play Sound
  • Shoot Schematic
    • Settings
    • Removing Nodes
    • Start Machine
  • Double Shot Schematic
    • Start Machine
    • Wait
  • Abilities
    • 1: Shoot
      • Battle Animation
    • 5: Double Shot
      • Battle Animation
    • 6: Round Shot
      • Battle Animation
  • Save Changes
  • Testing
  • Updating Combatants
    • Attacks & Abilities > Ability Development
      • Learn Ability X
  • Save Changes
  • Testing
  • Optional: Study
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