yeah kinda a show stopper when your trying to check hp on your ai so you can play the right animations when its dead.... an also stop other machines...
Yeah, I don't think it's currently possible to store status values in variables directly (to transfer them to Makinom) - will look into making this happen in the next update.
Currently, you could use Check Status or Status Fork steps to check your condition and set a variable afterwards (e.g. check if combatant is dead and set dead to true).
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Yeah, with scripting that's no problem :) Next ORK update will bring steps to store status values and attack/defence attributes into game variables (which can be transferred to Makinom).
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Currently, you could use Check Status or Status Fork steps to check your condition and set a variable afterwards (e.g. check if combatant is dead and set dead to true).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
void Update () {
CombatantComponent combatantComponent = gameObject.
GetComponent<CombatantComponent> ();
if (combatantComponent != null) {
Combatant combatant = combatantComponent.combatant;
combatant.Status [0].SetValue (maxHealth, true, true, true, false, true, true);
maxHealth would be the int var... could basically use the same premises in a node. - all the bools :P
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Next ORK update will bring steps to store status values and attack/defence attributes into game variables (which can be transferred to Makinom).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames