gamingislove

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gamingislove
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  • Yes, I can confirm this, will be fixed in the next update. It's not happening in all cases, but if you e.g. only take part of an item stack (e.g. only select 1 from 5) it'll essentially create a copy with a different quantity, which currently doesn…
  • Did a quick test and worked fine here. From the error it's somehow related to an inventory menu (part) ... Is the inventory menu open while loading (or trying to load) the game?
  • All gameplay related code (i.e. all features, systems and settings) is included in the full version. Only some core functionality (mainly data serialization) and the editor code remain closed source. The editor will automatically adjust to changes y…
  • If you want ORK to manage your animations, I'd recommend using legacy, as it's easier to use and pretty much straightforward does what it's told to do. E.g. when using turn based battles it's probably easiest that way. It depends on what game you'r…
  • Hm, I'll look into it.
  • You can use this component: using UnityEngine; using UnityEngine.Audio; using ORKFramework; public class SetORKSoundChannel : MonoBehaviour { public int channelIndex = 0; public AudioMixerGroup group; protected virtual void Start() { ORK.…
  • Block Damage will completely block the damage, if you only want to reduce the damage, use the Damage Factor instead, e.g. 0.5 will do half damage, 2 will do double damage. Naturally, for this to actually be used, that damage zone has to be hit by t…
  • Uh, yeah ... that might be the case, will fix that in the next update. For now you can use the Minimum Value and Maximum Value nodes instead.
  • Yes, there are 2 systems built-in for this: 1) The Status Upgrades are set up in the status developments (Status > Status Developments) and can be used via the Status Value Upgrade menu part in menu screens. Similar to ability trees, this'll sho…
  • They mostly have the same pros and cons as they have outside of ORK. Legacy animations just do what you tell them to, which makes it a bit easier to use with something like ORK's auto animations or just playing animations in your events. Mecanim w…
  • Yes you can, you simply have to have your custom node script within your Unity project and the nodes are available. This works for all nodes, i.e. event, formula, battle AI and same in Makinom. For an implementation, it's probably best to just copy…
  • Might be due to the Find Ground Settings - the default for all combatants is set up in Battle System > Battle Settings > Combatant Settings, each combatant can overrule the default in their movement settings. How's your find ground set up?
  • Strange, that'd be the same as defining the custom controls in ORK via the component's name, it uses the same functionality. So my guess would be that it couldn't find the component (e.g. wrong class name). Yeah, you're right - fixed it :)
  • In ORK you'll have to do that by script: ORK.Audio.GetSoundChannel(index).Source.outputAudioMixerGroup = mixerGroup; E.g. just do that in the first scene where you initialize ORK. Makinom (1) doen't include sound channels. Makinom 2 does, and you c…
  • When using formulas, you can pass on the start value via the Initial Value setting below the formula selection. For the different levels, just set up ability levels and change the initial value of the formula on each level. Or, if you don't want to…
  • It's not about the setup of the game object in the scene - it's about the object used by the event. Your Target Object in the node is something in Global Objects. Did you store the object into a global object (e.g. in the event) before using the no…
  • Yeah, that should work - I've got something similar for saving spawned prefabs. You can download it here. You can use that as a basis for your custom system. In short, it's a custom save data that has to be registered at game start and uses nodes t…
  • The variables (via the object ID) are created/accessed first in the Start function, i.e. changing it in the Awake function should work to use a different ID. The easiest way to handle this would probably be to write a custom object variables compon…
  • If you use the Save Variables option, the variables of the ability will be saved with the save game and stay as they where when loading. When also enabling Use When Loading it'll use the defined variable changes as well, e.g. overriding saved varia…
  • Make sure the target object is correct, i.e. the game object has the component attached. Since you're using a Global Object without any key, make sure that the game object you try to access is actually stored in there.

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