gamingislove

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gamingislove
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  • No Display means no display, i.e. it'll no longer be displayed - it's a good way to disable a HUD instead of removing it, e.g. to test things like this out. Since that's the issue, you'll now have to look into the HUD's display conditions, since it…
  • 1) I don't think that's currently possible - you could probably use a schematic (Makinom) to monitor changes in the game object's rotation and set parameters accordingly. ORK can use the game object's rotation to set Mecanim parameters (see the Auto…
  • When using Join Active Group to add combatants to the player group, you can reference them via a Member type actor. I don't think there's currently an easy way to reference the combatants spawned via Spawn Combatant node, other than e.g. using a Se…
  • Hm, it could also be a HUD that's displayed ... check your HUDs which use the GUI box and enable No Display to prevent them from showing. If that removes the GUI box, that's your culprit :)
  • The color values in the tutorials depend on which color picker you're using (not sure if there's even a choice with the latest Unity versions). They can go from 0 to 1 or from 0 to 255 - instead of just using the numbers, make sure the color you're …
  • Well, when both events are blocking events, an already running blocking event will prevent the other from starting (that's what that option is there for). E.g. if in your 2nd scene there's an autostart event, but your scene transition is coming fro…
  • Well, you can use one event for all your dialogues and do the condition checks in the event instead of having separate event interactions and events :)
  • Also, in regards to game over - that'd only happen if you actively call for it in your battle end event (or when using the Auto Game Over setting in field/real time areas, see the game over settings in the game settings).
  • Keldryn said: Trying to maintain video tutorials for an asset as complex as ORK sounds like a nightmare to me. Yeah, that's mainly why I'm not even bothering with video tutorials ... the game tutorials series alone would probably be 10+ hours of tut…
  • Check the Raycast Settings in Game > Game Settings, since you're using 2D colliders, make sure that you have a raycast type that supports 2D selected. Also, if you set the Max Click Distance (in the click interaction settings) to -1 there's no d…
  • This generally depends on your event's setup - each dialogue node uses a new GUI box, i.e. between 2 dialogue nodes it'll fade out the box of the 1st node and fade in the one of the next node. You can string multiple dialogues together by putting t…
  • Sure, check out the function nodes in the event system, e.g. the Call Function node can, well, call a function on a custom script - either a component on a game object or a static function.
  • Usually ORK just needs to know which components and where to find them. ORK simply enables/disables the components when the control is unblocked/blocked. In case you need anything done when this happens, you can do that in the OnEnable and OnDisabl…
  • ORK's editors just uses Unity's text areas/fields - if they support it, so should ORK.
  • Well, the Top Down Border camera is intended for 3D environments, so it's probably not working in 2D ... I guess it would work if your 2D environment would still use 3D axes, i.e. XZ still being your horizontal plane instead of XY (Unity's 2D mode).
  • Sure - either use a formula for your movement speed that does that (e.g. using a Check Status node to check if the combatant is in battle) or e.g. use a status effect that gives a move speed bonus and apply that during battles (e.g. in the battle st…
  • Depends on your setup and if the items are used with their battle events (which handle the whole joining stuff). E.g. if you use them from an Inventory menu screen, you need to enable Animate Use for the battle events to be animated. Another way wo…
  • You can add a random offset to the drop position (i.e. the combatant's position) in the Drop Item Settings in Inventory > Inventory Settings. It also manages how dropped stuff can be collected and e.g. optionally despawn it after some time. HP/M…
  • I'm pretty sure there are tons of tutorials/scripts available in the Unity forums/wikis or some of their own tutorial assets, or on other Unity related sites :)
  • Hm, no, audio listeners shouldn't impact that at all - but it hints at having 2 cameras in your scene (which usually have an audio listener attached). Is your camera mounted on the player or something like that? Or, if your camera is part of the eve…