Next update is scheduled for Friday next week - beside lots of fixes, you'll get:
Event Sytsem: Save Game Steps The Call Save Menu, Auto Save Game and Auto Load Game steps can now be found in the new Save Game Steps.
Event System: Save Game Steps The new Has Auto Save Game step checks if a save game is available on the current auto save slot.
Event System: Save Game Steps The new Can Continue step checks if the game can be continued, i.e. if a last used save game (or auto save slot) is available.
Event System: Save Game Steps The new Continue step loads the last used save game or auto save slot.
Battle AI: Action Steps The new Force Found Targets option for action steps will force an action to only use targets found by the battle AI. The action wont fall back to other targets (according to the combatant's AI settings) if the found targets can't be attacked (e.g. due to distance).
Main Menu The new URL Button will load a defined URL, e.g. to your website.
Event System: Animation Steps The new Death Animation step plays the death animation type on dead combatants. The new Revive Animation step plays the revive animation type on dead combatants. Those steps can be useful to return dead combatants to play dead at battle starts and return them alive at battle end (although they're still dead :D).
Battle AI: Variable Steps The new Get Object Variable step will add the combatant with the highest or lowest float object variable to the target list.
Combatant Spawners When using combatant spawners in single spawn mode (i.e. without a collider/trigger attached), you can optionally add game objects used as spawn points. The combatants will be spawned at a randomly selected spawn point object.
More features incoming next week :)
Post edited by gamingislove on
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Great addictions. : ) Will enjoy them and get further addicted when I move on to my next game with Unity 5. Right now, trailing with Unity 4.6.x but most happy with ORK. : ) Have been addicted for a long time. ^^
Event System: Animation Steps The new Death Animation step plays the death animation type on dead combatants. The new Revive Animation step plays the revive animation type on dead combatants. Those steps can be useful to return dead combatants to play dead at battle starts and return them alive at battle end (although they're still dead :D).
Battle AI: Variable Steps The new Get Object Variable step will add the combatant with the highest or lowest float object variable to the target list.
Combatant Spawners When using combatant spawners in single spawn mode (i.e. without a collider/trigger attached), you can optionally add game objects used as spawn points. The combatants will be spawned at a randomly selected spawn point object.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I hope have a step, for generator a position on a region(in Cube or sphere), then the Vector3 position can use to spawn a combatant or prefab, Now I do this on my script.
Combatant Spawners When using combatant spawners in single spawn mode (i.e. without a collider/trigger attached), you can optionally add game objects used as spawn points. The combatants will be spawned at a randomly selected spawn point object./blockquote>
@Keamalux Currently, you've got 2 modes when using combatant spawners. Adding a collider (used as trigger) to the game object will spawn the combatants randomly within the bounds of the collider. Without a collider, the combatants will spawn at the position of the spawner. Now, when not using a collider, you'll be able to add game objects to the spawner that are used as alternate spawn points. E.g. adding 3 game objects will randomly spawn the combatants on one of the 3 game objects. Pretty much you'll be able to randomize single spawners :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
A small request for the button that calls a URL--a check in the script (your script : ) ) whether there is an internet connection and if not a pop up message that you have no internet connection and a return button to get back to the main menu. : )
Event System: Animation Steps The new Death Animation step plays the death animation type on dead combatants. The new Revive Animation step plays the revive animation type on dead combatants. Those steps can be useful to return dead combatants to play dead at battle starts and return them alive at battle end (although they're still dead :D). Battle AI: Variable Steps The new Get Object Variable step will add the combatant with the highest or lowest float object variable to the target list. Combatant Spawners When using combatant spawners in single spawn mode (i.e. without a collider/trigger attached), you can optionally add game objects used as spawn points. The combatants will be spawned at a randomly selected spawn point object.
Including an exciting new feature: Group Shortcuts
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
And thanks for the support! ^^
My old entry for Indie Game Making Contest 2015
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
The new Death Animation step plays the death animation type on dead combatants.
The new Revive Animation step plays the revive animation type on dead combatants.
Those steps can be useful to return dead combatants to play dead at battle starts and return them alive at battle end (although they're still dead :D).
The new Get Object Variable step will add the combatant with the highest or lowest float object variable to the target list.
When using combatant spawners in single spawn mode (i.e. without a collider/trigger attached), you can optionally add game objects used as spawn points.
The combatants will be spawned at a randomly selected spawn point object.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
My old entry for Indie Game Making Contest 2015
Currently, you've got 2 modes when using combatant spawners.
Adding a collider (used as trigger) to the game object will spawn the combatants randomly within the bounds of the collider.
Without a collider, the combatants will spawn at the position of the spawner. Now, when not using a collider, you'll be able to add game objects to the spawner that are used as alternate spawn points. E.g. adding 3 game objects will randomly spawn the combatants on one of the 3 game objects.
Pretty much you'll be able to randomize single spawners :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Just hoping. ^^
A-MAZ-ING!
:D
Including an exciting new feature: Group Shortcuts
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!