Combat Arenas

Combat Arenas can be set in rooms using the Chapter Event system.

How to create a Combat Arena

First, setup a Chapter Event: How to create a Chapter Event.

You must set Is Interactive as true so that player can interact.

There are two main events that compose a Combat Arena:

  • EventChangeBlockadeStatus: Changes the status of all Blockade props. They should wrap all Enemy rounds of the arena, blocking or unblocking the Player in the room they're in.
  • EventChangeEnemyLayout: Changes the Enemy layout and waits for all enemies to be dead.

1. Place the blockers

You may use any Blockade scene and place them inside the Props YSort.

Blockade scenes will appear hidden by default, but you can set it to spawn in "blocking mode" by setting Block On Ready as true in the Inspector.

2. Create your blocking events

Add two EventChangeBlockadeStatus to the ChapterEventPlayer:

  • The first one should have Is Blocking as true
  • The last one should have Is Blocking as false

Enemy rounds should be added between them.

Note that this event change the status of all Blockade props in scene. We may change that, if we need more control.

3. Place the enemies

You need to create an Enemy layout for each round in the arena.

To create a layout, add a YSort node as child of the main Enemies YSort node. Inside that YSort, put the enemies you want.

The name you set for this node will be used as the layout name.

4. Create the Enemy layout events

Add EventChangeEnemyLayout events to the ChapterEventPlayer. For every event, set a Layout Name matching a layout name of the current scene.

The event will spawn the layout and will only proceed after all enemies are dead.