This topic contains 34 replies, has 5 voices, and was last updated by  darkeccho 1 week, 5 days ago.

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    I am going to attempt implementing my own character utilizing the sentio setup and see how it works out (or at least studying the hell out of the sentio setup and try to re-produce a similar setup). If i make any progress i may make a video tutorial for those who are interested.

    Still wondering about my question before, sentio char. attacking each other 0_o

    • This reply was modified 2 weeks, 1 day ago by  darkeccho.


    If you take a look at the getting started guide for one of the characters you can find a description of how they choose what to attack. It’s a bit different for each, but is generally based on alignment and aggression.

    Look in CheckForEnemies.cs to see how enemies are selected, and feel free to change it.



    @Darkeecho I’m looking forward to see your tutorial.
    Very much appreciated.




    Got it thanks prime, works fine now, must have missed that tehee

    Btw I keep getting this error when the purple spell is cast

    MissingMethodException: The best match for method Damage has some invalid parameter.
    System.MonoType.InvokeMember (System.String name, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/MonoType.cs:520)
    UnityEngine.SetupCoroutine.InvokeMember (System.Object behaviour, System.String name, System.Object variable) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:18)
    UnityEngine.GameObject:SendMessageUpwards(String, Object, SendMessageOptions)
    Sentio.Necromancer.AreaDamageEffect:OnTriggerStay(Collider) (at Assets/SentioCharacters/Necromancer/Components/AreaDamageEffect.cs:98)

    I also seem to be having an issue with setting up navigation mesh, my terrain is not flat and I have done the best i can to get the navigation mesh to cover everything but for some reason the sentio character keeps moving to spots on the navigation mesh that are not mapped and then spins in a circle LOL like it goes to this spot right away after attacking me. So odd.

    I have off graph movement ticked off.

    • This reply was modified 1 week, 5 days ago by  darkeccho.
    • This reply was modified 1 week, 5 days ago by  darkeccho.


    I fixed the issue with the spinning sentio characters lol i am not really sure what i did but it’s working now.

    BTW I added in my own custom weapons and tested them out on bunch of sentio characters

    YouTube Version (for some reason audio lags only on YouTube version, FYI):

    Facebook Version:

    • This reply was modified 1 week, 5 days ago by  darkeccho.
    • This reply was modified 1 week, 5 days ago by  darkeccho.
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