• edited May 2018
    Here we are



    It may be that you get some errors due to unmapped inputs, as I'm using Unity inputs. If so, here is the InputManager.asset content:

    %YAML 1.1
    %TAG !u! tag:unity3d.com,2011:
    --- !u!13 &1
    InputManager:
    m_ObjectHideFlags: 0
    serializedVersion: 2
    m_Axes:
    - serializedVersion: 3
    m_Name: Horizontal
    descriptiveName:
    descriptiveNegativeName:
    negativeButton: left
    positiveButton: right
    altNegativeButton: a
    altPositiveButton: d
    gravity: 3
    dead: 0.001
    sensitivity: 3
    snap: 1
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Vertical
    descriptiveName:
    descriptiveNegativeName:
    negativeButton: down
    positiveButton: up
    altNegativeButton: s
    altPositiveButton: w
    gravity: 3
    dead: 0.001
    sensitivity: 3
    snap: 1
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Fire1
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: left ctrl
    altNegativeButton:
    altPositiveButton: mouse 0
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Fire2
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: left alt
    altNegativeButton:
    altPositiveButton: mouse 1
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Fire3
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: left shift
    altNegativeButton:
    altPositiveButton: mouse 2
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Mouse X
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton:
    altNegativeButton:
    altPositiveButton:
    gravity: 0
    dead: 0
    sensitivity: 0.1
    snap: 0
    invert: 0
    type: 1
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Mouse Y
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton:
    altNegativeButton:
    altPositiveButton:
    gravity: 0
    dead: 0
    sensitivity: 0.1
    snap: 0
    invert: 0
    type: 1
    axis: 1
    joyNum: 0
    - serializedVersion: 3
    m_Name: Mouse ScrollWheel
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton:
    altNegativeButton:
    altPositiveButton:
    gravity: 0
    dead: 0
    sensitivity: 0.1
    snap: 0
    invert: 0
    type: 1
    axis: 2
    joyNum: 0
    - serializedVersion: 3
    m_Name: Horizontal
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton:
    altNegativeButton:
    altPositiveButton:
    gravity: 0
    dead: 0.19
    sensitivity: 1
    snap: 0
    invert: 0
    type: 2
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Vertical
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton:
    altNegativeButton:
    altPositiveButton:
    gravity: 0
    dead: 0.19
    sensitivity: 1
    snap: 0
    invert: 1
    type: 2
    axis: 1
    joyNum: 0
    - serializedVersion: 3
    m_Name: Fire1
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: joystick button 0
    altNegativeButton:
    altPositiveButton:
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Fire2
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: joystick button 1
    altNegativeButton:
    altPositiveButton:
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Fire3
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: joystick button 2
    altNegativeButton:
    altPositiveButton:
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Jump
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: joystick button 3
    altNegativeButton:
    altPositiveButton:
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Submit
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: return
    altNegativeButton:
    altPositiveButton: joystick button 0
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Submit
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: enter
    altNegativeButton:
    altPositiveButton: space
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Cancel
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: escape
    altNegativeButton:
    altPositiveButton: joystick button 1
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Interact/Accept
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: space
    altNegativeButton:
    altPositiveButton: enter
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Menu
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: escape
    altNegativeButton:
    altPositiveButton: q
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Walk
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: left shift
    altNegativeButton:
    altPositiveButton: right shift
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Pause
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: p
    altNegativeButton:
    altPositiveButton:
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    - serializedVersion: 3
    m_Name: Tab
    descriptiveName:
    descriptiveNegativeName:
    negativeButton:
    positiveButton: tab
    altNegativeButton:
    altPositiveButton:
    gravity: 1000
    dead: 0.001
    sensitivity: 1000
    snap: 0
    invert: 0
    type: 0
    axis: 0
    joyNum: 0
    Post edited by gamingislove on
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  • gamingislove said: Just checked the event - in the Initialize To Level node you're using the start equipment, so that's where this is coming from.
    Thanks for this. Problem with such a robust system as ORK is that there's always some mistake somewhere lol

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  • edited May 2018
    [NO LONGER RELEVANT]

    So I'm a total noob when it comes to scripts and using the call function node.

    Can someone tell me how I get this script to activate on my enemy using Call Function? Basically what it's meant to do is apply the DeathMat material on my enemy gameobject and its children, wherever there is an input for a material. This will allow me to properly fade out my enemies.
    Also, let me know if I've done something wrong. This is a copy/paste from the Unity forums btw.

    I also want to employ this technique to a petrify status if it's possible to do. i.e. change the materials to a stone texture. But, it will have to be able to be undone upon removal of the status effect.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class DeathMaterial : MonoBehaviour {


    void ChangeMaterialDeath(Material DeathMat)
    {
    Renderer[] children;
    children = GetComponentsInChildren<Renderer>();
    foreach (Renderer rend in children)
    {
    var mats = new Material[rend.materials.Length];
    for (var j = 0; j < rend.materials.Length; j++)
    {
    mats[j] = DeathMat;
    }
    rend.materials = mats;
    }
    }
    }
    Post edited by Natnie on
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  • Unless you really want to rely on a script, you can also alter Materials and their properties using Makinom schematics/nodes.

    Game Object > Renderer > Change Material lets you change materials on objects and child objects.

    I think you wanted to have a shader do some sort of dissolve/petrify also, right?

    You can set a Change Color node in Makinom to "fade" properties on a shader and get effects you want.

    I'm actually setting one up right now an enemy death burn/dissolve. The dissolve shader has a _Progress property that the Makinom node fade works on. Initially the property is set at 1 on the material and this node brings it to 0 over 4 seconds, making the gameobject "burn out."

    Note the "End Color" has to have an alpha of 0 in the color picker for it to work.


    image
  • Well, ORK has fading as well, but the problem I have (as discussed earlier in this thread) is that the materials don't support alpha fading. When I set them to Fade or Transparent, they do not display properly, and that's why I have to change the material before I fade the object.
    I can certainly try using Makinom. I did have to delete it from my project earlier as it was giving me errors that were confusing me, though. So if that happens again I'll be asking even more questions.
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  • edited May 2018
    The fading in this node doesn't actually affect alpha of the material when used in this way I think because I'm using it on a very simple diffuse shader with no actual alpha.

    It's really just "fading" as in bringing the value from 1 to 0 of the _Progress property. I've tested it on other properties with ranges on other shaders too, such as the toon outline (to grow/shrink the outline) or a rim shader (to intensify the rim light.)

    Btw, if you need a 2-pass shader for simulating petrifying gameobjects I can make one pretty quick and upload it later in the morning.
    Post edited by FancyFerretStudios on
  • Hmm, ok well I'll look into it.
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  • edited May 2018
    Looks like it's back to the Makinom based errors. I managed to create a schematic. Then I ran the game. When the schematic was to be called, Makinom crapped out. And I don't mean the schematic just failed to run, I mean the Makinom window became blank and inaccessible - even after reimporting the Makinom assets. And as long as I attempt to keep that window open, I receive these errors continuously:

    image


    So, um.... yeah

    I think right now using a script would be preferable to whatever is going on with Makinom.
    Post edited by Natnie on
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    Olive Branches ~ in development ~ now with a WEBSITE!!!
  • Anyone had a chance to look at my project? I am so, SO stumped.
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    Olive Branches ~ in development ~ now with a WEBSITE!!!
  • Will look at your project later today - as for the Makinom error, will check that out, a simple solution for now would be to close the Makinom editor before hitting play :)
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  • edited May 2018
    The Makinom editor broke even while not playing. Once I tried to call the schematic, it broke it completely from then on. I had to delete it.
    I don't know what is going on >_<
    Post edited by Natnie on
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  • I checked out your project - the issue is using End Immediately without Death Immediately, which currently leads to not using the last enemy's death. For the time being you can solve that by just enabling Death Immediately, will be changed in the next update.
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  • Where is that option located?
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  • In your battle system's settings (Battle System > Active Time Battles).
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    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Thanks <3
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