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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
  • 3D Action RPG
  • 10 Enemy: Spitter

10 Enemy: Spitter

Table of Contents
  • Move AI
    • Base Settings
    • Waypoint Settings
    • Enemy Detection
      • Move Detection 1
    • Caution Settings > Critical Range
      • Stop Range
  • Spitter Combatant
    • Base Settings > Prefab Settings
    • Status Settings > Status Value Settings > Status Values
    • Animations & Movement > Movement > Move AI
  • Save Changes
  • Prefab Setup
    • Add Damage Zone
    • Add Radius
    • Add Damage Dealer
      • Activation Settings
  • Scene Setup
    • Combatant Spawner
      • Combatant Settings
      • Sphere Collider
      • Placement
    • More!
      • Combatant Settings
      • Sphere Collider
      • Placement
  • Testing

In this tutorial we’ll set up a new enemy.

The Spitter is similar to the Chomper, but has another attack – spitting, i.e. a ranged attack.

We’ve already set up all animations we need in the chomper’s setup, so what’s left for us to set up (in this tutorial):

  • move AI
  • combatant
  • prefab (damage dealer/zone)
  • scene setup (spawn, etc.)

We’ll set up the spitter’s spit attack in the next tutorial.

Let’s get to it!

Move AI #

The spitter will use the same move AI as the chomper, but with larger ranges – i.e. we can make it easy for ourselfs and just copy the Chomper move AI.

Navigate to Combatants > Move AIs and copy the Chomper move AI.

Base Settings #

  • Name
    Set to Spitter.

Waypoint Settings #

  • Patrol Radius
    Set to 10.

Enemy Detection #

  • Range (Base Detection Range)
    Select Value > Value.
    Set the value to 15.

Move Detection 1 #

  • Range
    Select Value > Value.
    Set the value to 2.

Caution Settings > Critical Range #

  • Range
    Select Value > Value.
    Set the value to 3.

Stop Range #

  • Range
    Select Value > Value.
    Set the value to 5.
  • Use Stop Angle
    Disable this setting.
    The spitter doesn’t try to get to the target’s back.

Spitter Combatant #

Next, we’ll set up the combatant itself – again, the spitter is very similar to the comper, i.e. we can just copy the Chomper combatant and adjust it.

Navigate to Combatants > Combatants and copy the Chomper combatant.

  • Name
    Set to Spitter.

Base Settings > Prefab Settings #

  • Prefab
    Select Spitter Variant.
    You can find the prefab in Assets/Tutorial Assets/Prefabs/Combatants/.

Status Settings > Status Value Settings > Status Values #

Adjust the status values, i.e. you need to change the Start Value setting of the corresponding status value.

  • Max HP
    Set to 8.
  • Max Stamina
    Set to 1.
  • ATK
    Set to 1.
  • RATK
    Set to 10.

Animations & Movement > Movement > Move AI #

  • Move AI
    Select Spitter.

Save Changes #

That’s it for the setup in the editor – that was quick.

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

Prefab Setup #

Next, we’ll set up the spitter’s prefab to deal and receive damage.

Open the Spitter Variant prefab for editing – you can find it in Assets/Tutorial Assets/Prefabs/Combatants/.

Same as the chomper, we’ll add a Damage Zone and a Radius component to the root, and a Damage Dealer component to it’s Attack child object.

Add Damage Zone #

Add a Damage Zone component to the prefab’s root using the component menu.

The default setup is already correct for us.

Add Radius #

Add a Radius component to the prefab’s root using the component menu.

It should automatically set the radius according to the added colliders.

  • Radius
    Select Value > Value.
  • Value
    Set to 0.6.

Add Damage Dealer #

Add a Damage Dealer component to the Attack child object (the Sphere Collider in front of it’s mouth) using the component menu.

  • Start Type
    Select Trigger Stay.
  • Damage Zone From Children
    Enable this setting.
  • Damage Zone From Parent
    Enable this setting.
  • One Time Damage
    Enable this setting.

Activation Settings #

If you remember, we used the activate tag attack in the chomper’s attack ability, so we need to use that here as well.

  • Field
    Enable this setting.
  • All Battle Systems
    Enable this setting.

Click on Add Activation Tag.

  • Activation Tag
    Set to attack.

And that’s it for the prefab – save the changes.

Close the prefab editing.

Scene Setup #

Open the Scene scene (found in Assets/Scenes/) if it’s not already opened.

We’ve already added Chomper spawners, so we can just copy one of them and adjust it.

Combatant Spawner #

Select one of the Chomper spawners and duplicate it. Rename the game object to Spitters.

Combatant Settings #

  • Combatant
    Select Spitter.
  • Quantity
    Set to 3.

Sphere Collider #

Decrease the radius of the spawn area.

  • Radius
    Set to 8.

Placement #

Move the game object so that the spitters spawn on the moss-covered rock in the upper center of the scene (left of the current chomper spawners).

More! #

Alright, let’s add some more enemies to the scene.

We’ll create larger packs consisting of 6 chompers and 3 spitters, each spawning in an area with a radius of 20.

Select one of the Chomper spawners again and duplicate it. Rename the game object to Chompers and Spitters.

Combatant Settings #

First, increase the chomper’s quantity to 6.

  • Quantity
    Set to 6.

We’ll add another combatant to the spawner by duplicating the chomper’s setup.

Copy the Chomper combatant setup.

  • Combatant
    Select Spitter.
  • Quantity
    Set to 3.

Sphere Collider #

Increase the radius of the spawn area.

  • Radius
    Set to 20.

Placement #

Place the spawn area somewhere and add multiple more to cover the map with enemy packs.

I’ve added 8 of those pack spawners in total.

Make sure to also check their Y-axis position, so that they’re not too low or high in relation to the ground they’re placed on.

That’s it, save the changes we made in the scene.

Testing #

Hit play and take a jog around the scene.

They are everywhere – success!

 

Next, we’ll set up the spitter’s spit attack.

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Updated on January 25, 2022
Table of Contents
  • Move AI
    • Base Settings
    • Waypoint Settings
    • Enemy Detection
      • Move Detection 1
    • Caution Settings > Critical Range
      • Stop Range
  • Spitter Combatant
    • Base Settings > Prefab Settings
    • Status Settings > Status Value Settings > Status Values
    • Animations & Movement > Movement > Move AI
  • Save Changes
  • Prefab Setup
    • Add Damage Zone
    • Add Radius
    • Add Damage Dealer
      • Activation Settings
  • Scene Setup
    • Combatant Spawner
      • Combatant Settings
      • Sphere Collider
      • Placement
    • More!
      • Combatant Settings
      • Sphere Collider
      • Placement
  • Testing
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