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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial 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
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial 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
  • END 3D RPG Quickstart

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: Canvas with Screen Space Camera
  • 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
  • 17 Grenadier Flamethrower

17 Grenadier Flamethrower

Table of Contents
  • Play Effects Schematic
    • Emit Particles
  • Stop Effects Schematic
    • Emit Particles
  • Flamethrower Schematic
    • Combatant Animation
    • Play Sound
    • Start Tagged Machine
    • Wait
    • Start Tagged Machine
  • Flamethrower Ability
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
    • Battle Animation > Damage Dealer Settings
  • Flamethrower Battle AI
    • Battle AI Settings
    • Check Distance
    • Ability
  • Updating the Grenadier
    • Attacks & Abilities > Ability Development
    • Battle Settings > Battle AI
  • Save Changes
  • Updating the Prefab
    • Flame On Tagged Machine
      • Start Settings
      • Machine Execution Settings
    • Flame Off Tagged Machine
      • Start Settings
      • Machine Execution Settings
  • Testing

In this tutorial we’ll set up the grenadier’s flamethrower attack.

The flamethrower is a ranged attack, dealing damage to every combatant staying in it’s damage dealer’s trigger. The flame effect is started and stopped using tragged machines.

We’ll set up:

  • schematic to start particle effects
  • schematic to stop particle effects
  • flamethrower schematic
  • flamethrower ability
  • flamethrower battle AI
  • update the grenadier’s combatant (add the ability and battle AI)
  • update the grenadier’s prefab (add the tagged machines)

Let’s start a fire!

Play Effects Schematic #

This’ll be very simple – we just start emiting particles.

Navigate to Schematics and start working on a new schematic.

Emit Particles #

Add Node > Game Object > Component > Emit Particles

We’ll start emiting particle effects on the Machine Object (our tagged machine will be on the game object of the particle effect) and all it’s child objects.

  • Emit
    Enable this setting.
  • Object (Target Object)
    Select Machine Object.
  • Scope
    Select All In Children.

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

Stop Effects Schematic #

The stop effects schematic is pretty much the same, just stop emiting – so we’ll continue working on this schematic.

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

Emit Particles #

Stop emiting particles.

  • Emit
    Disable this setting

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

Flamethrower Schematic #

The flamethrower schematic is similar to the grenadier’s punch attack schematic – so we’ll just build upon that.

Open the GrenadierPunchAttack schematic.

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

Combatant Animation #

We’ll change the used animation type and the normalized times.

  • Animation Type
    Select Attack 3.
  • Normalized Time (Wait)
    Set to 0.25.
  • Normalized Time (Store Duration)
    Set to 0.4.

Play Sound #

We’ll play an audio clip instead of a sound type.

  • Use Sound Type
    Disablethis setting.
  • Audio Clip Asset
    Select flamethrower.

Start Tagged Machine #

Add Node > Machine > Start Tagged Machine

We’ll start the tagged machine that’ll use the PlayEffects schematic – it’ll use the tag flameOn.

This node is added after the Play Sound node.

  • Wait
    Disable this setting.
    We don’t need to wait for the machines to finish.
  • Object (Machine Object)
    Select Machine Object.
  • Use Same Object
    Enable this setting.

Click on Add Tag to add a starting tag.

  • Tag
    Set to flameOn.

Wait #

Add Node > Base > Wait

We’ll wait for a bit to give the effect time to light up before activating the damage dealer.

This node is added after the Start Tagged Machine node and connects to the first Activate Damage Dealer node.

  • Time
    Select Value > Value.
    Set to 0.5.

Start Tagged Machine #

Copy the first Start Tagged Machine and add it after the 2nd Wait node (i.e. the first one waiting for the stored duration).

We’ll stop the flame using a different tag: flameOff

This node connects to the second Activate Damage Dealer node.

  • Tag
    Set to flameOff.

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

Flamethrower Ability #

The flamethrower attack is the same as the spin attack, just with a few changes.

Navigate to Status > Abilities and copy the Grenadier Spin Attack.

  • Name
    Set to Grenadier Flamethrower.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

This is a ranged attack, so it’ll use the RATK status value for the change value instead of ATK.

  • Status Value (Change Value)
    Select RATK.

Battle Animation > Battle Animation 0 #

  • Schematic Asset
    Select GrenadierFlamethrower.

Battle Animation > Damage Dealer Settings #

We’ve already set up the damage dealer using the activation tag flame.

  • Tag
    Set to flame.

Flamethrower Battle AI #

The flamethrower is used when enemies are away further than 4.5 world units – just like the spit battle AI.

Navigate to Battles > Battle AIs and copy the Spit battle AI.

Battle AI Settings #

  • Name
    Set to Flamethrower.

Check Distance #

  • Check Value
    Select Value > Value:
    Set the value to 4.5.

Ability #

  • Ability
    Select Grenadier Flamethrower.

Updating the Grenadier #

And once again, we’ll update the grenadier’s combatant.

Navigate to Combatants > Combatants and select the Grenadier.

Attacks & Abilities > Ability Development #

We’ll add the flamethrower ability.

Click on Add Ability.

  • Learn at Level
    Set to 1.
  • Ability
    Select Grenadier Flamethrower.

Battle Settings > Battle AI #

We also need to add the Flamethrower battle AI, we also want to use it with a higher priority than the melee attacks, so we need to add it before the already added Grenadier Melee battle AI.

Copy the Battle AI 0 and keep editing Battle AI 0 instead of the new copy.

  • Battle AI
    Select Flamethrower.

Save Changes #

That’s it for the editor setup.

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

Updating the Prefab #

Finally, we’ll add the tagged machines to the grenadier’s prefab.

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

Select the FlameStream child object (where we already added the flame damage dealer).

Flame On Tagged Machine #

Add a Tagged Machine component to the FlameStream child object using the component menu.

Start Settings #

Click on Add Starting Tag.

  • Tag
    Set to flameOn.

Machine Execution Settings #

  • Schematic Asset
    Select the PlayEffects schematic.

Flame Off Tagged Machine #

Add another Tagged Machine component to the FlameStream child object using the component menu.

Start Settings #

Click on Add Starting Tag.

  • Tag
    Set to flameOff.

Machine Execution Settings #

  • Schematic Asset
    Select the StopEffects schematic.

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

Testing #

Hit play and check in on a grenadier.

Yeah … burn it to the ground!

 

Next, we’ll add item pickups dropped by enemies.

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Updated on February 11, 2022
Table of Contents
  • Play Effects Schematic
    • Emit Particles
  • Stop Effects Schematic
    • Emit Particles
  • Flamethrower Schematic
    • Combatant Animation
    • Play Sound
    • Start Tagged Machine
    • Wait
    • Start Tagged Machine
  • Flamethrower Ability
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
    • Battle Animation > Damage Dealer Settings
  • Flamethrower Battle AI
    • Battle AI Settings
    • Check Distance
    • Ability
  • Updating the Grenadier
    • Attacks & Abilities > Ability Development
    • Battle Settings > Battle AI
  • Save Changes
  • Updating the Prefab
    • Flame On Tagged Machine
      • Start Settings
      • Machine Execution Settings
    • Flame Off Tagged Machine
      • Start Settings
      • Machine Execution Settings
  • Testing
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