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
astrue
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
astrue
- The last one should have
Is Blocking
asfalse
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.