so im spawning bullets an stuff an my damage is done by damage dealers that get activated after its spawned now i want to spawn a different particle depending on what i hit ... normally this would be done with a trigger enter type deal but ork dosent seem to have a node for these kind of things an no way to check what was hit... or is there am im just missing it?
2 things on this 1:) your ray cast nodes are separated so instead of gathering a bunch of information at one time you would have to do 2 separate raycast which cost more resources ... 2:) there is no way to compare what your hitting after you raycast... cant capare the object or a tag or anything along those lines :(
which makes spawning a prefab using a hit point meaningless :/ this goes the same for other genres to like casting a fireball in once case if you hit a target that tagged enemy you could spawn 1 kind of hit particle while lets say you hit a tree tagged tree you could spawn a different effect on the tree like a big flame effect then also be able to do more dynamic things like change its material or even the object it self to resemble a burnt tree.. these types of things would give alot more to dynamic effects with abilities...
something that might work good for this would be something like a check object tag fork so you can check multiple tags at one time and then depending on the tag you can do the effects..
also for damage dealers there should be a node to tell you what you hit as well a onCollision node would be nice for this would use same concept as the check object tag fork (side note for this: you can pull the tags that the dev already has setup into a drop down selection or use a string to an make the dev type them it out them selves )
just these 2 nodes alone would expand the possibilities of what you can do with abilities and events
mise well ask this here are you planning to ever add the same method of finding objects to ork as you did with makinom where you can search more by a string var then having to keep clearing them out to search for more objects this would also allow for better usage of things in events ^^
Some Makinom functionality might come to ORK in the future, but not all of it :)
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I don't think there's currently a good way to do this (beside using Makinom). I can add a step for checking name/tag of an object in the next udpate.
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Probably next week - still busy with finishing UNET touches for Makinom :)
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well with ork anyways guess i can just do something with makinom
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If you're enjoying my products, updates and support, please consider supporting me on patreon.com!