gamingislove

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gamingislove
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  • Pretty much all nodes that require a certain thing (e.g. a combatant or a cell) will try to find that on the used game object - e.g. if a cell is needed and you use the game object of a combatant, it'll use the combatant's cell :)
  • Yes, the Store Combatant Cell node can do that. Also, if you want to swap combatants that are both already on the grid, you can use a Swap Grid Cell Combatants node to swap them (works with both combatants and/or cells as objects). There's also the…
  • You can also send me the link per PM on the forum, just don't post them openly in the forum, so that anyone could download them :)
  • 1) I don't think that's currently possible, I'll look into it. 2) If you're using the new UI, that's just how it is, as that'll automatically show the highlighted state if the cursor is over it. 3) I'll look into that. 4) You mean the icon showin…
  • Cell connections are only for grid movement, so no, that can't be used for that. Blocked cells can be used for line of sight checks, e.g. in the use range of the ability, but that would only prevent targeting someone behind cover, not lower the chan…
  • @pesukarhu Will both be in the next update (reuse time text codes in menus and more operators in Change Equip Status Value node). Showing the reuse time like that will not be possible without a complex change in the UI system, so that'll have to wa…
  • Hm ... working fine here. Make sure you're using/changing the correct button prefab's color values, although I'm sure you've checked that already :) Also, the button colors in-game look like a newly added Button component. That'd only happen if the…
  • No, because the global event doesn't have an event object actor. But since you can forward selected data and found objects, you can pass on a game object like that.
  • Hm, I also don't think that's currently possible. Generally, you'd use a series of Choice type Show Dialogue nodes for this, but there's currently no attack attribute selection available for this, so you'd have to do that manually, or write a custom…
  • Will be in the next update :)
  • Soooo ... took some time, but it's due to your main menu scene :) You have a canvas and an event system in the main menu - and since there is already an event system, ORK doesn't create its own. However, the event system in the scene isn't persiste…
  • Either that, or add them to game objects in the scene and add them via actors.
  • I've checked out your project - it seems like you're using Unity 2019.3, which is still in beta and isn't yet supported by ORK. Since there'll be quite a lot of changes in 2019.3 it's highly possible that your issues are coming from that and ORK not…
  • No, not like this - alright, here's the step by step: In World > Scene Objects in the scene object you want to use: - Content Information > Short Name, set this to %custom (or however you want to name your custom text code) On your game obje…
  • Yeah, that's wrong :) In your scene object's settings (in ORK, not on the component) use the text code in the Short Name setting, e.g. set it to %custom. In the scene object component, use the same text code %custom and define the text for it. In …
  • @pesukarhu The % text code is only used in Name and Short Name. Adding it to the description will not replace it by the level, rather the tooltip will show the quantity. I'll add support for the % text code to show the level in equipment descriptio…
  • You need to use the text code in the content information of the scene object. E.g. set it as the Short Name and use the short name text code in the object HUD (%sn).
  • No, not really - it's pretty straight forward, though. First, use Select Combatant nodes to add combatants to a selected data key (e.g. combatants could be on actors that are already in your scene, via Add Combatant component, or added to the playe…
  • I think it'd be best if you send me a small Unity test project with your setup - send it (or a download link) to contact@orkframework.com.

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