[SUPPORT] Advanced Turn Based Tile Toolkit

So I’ve been comparing and adding breakpoints and the only difference seems to be that the new toolkit will initialize movement, and my project’s AI controller will not. The Choice array branch never hits true and Select unit and find path event never fires. It all comes down to the Choice array’s length never being above 0… therefore the branch that leads to movement never happens. Inside the Make choice function, the faction branch is always true, and never false. The enemy unit’s faction is set to “Enemy,” and the player unit factions are set to “player.” I checked if the pawn array was returning pawns and it is.

EDIT 1: So I changed the value in the find node from -1 to 0 and now the game is functioning properly (but possibly not allied factions?)

EDIT 2: When I look in the map Player is included as an allied faction for the enemies (added as an ally in the construction script). If I add a third faction, player is also included as an allied faction. The only change I made to the construction script was to take out the health bar.

EDIT 3: I simply deleted the player as an allied faction in the enemy unit and returned the value for find allied faction back to -1 and the game works again. It seems that when it reset the child units attributes, it kept the player as an allied faction, even when dragging in new child units into the map. Such a strange glitch! Thanks for your help in pointing me where to look. :slight_smile:

I want it to act exactly like your thin hex wall west or thin hex wall east, but be created in the construction script or at run-time. If it is on an even tile it is a hex wall and on an odd(offset) tile it is either a west thin wall or east thin wall.