gamingislove

About

Username
gamingislove
Joined
Visits
1,637
Last Active
Roles
Administrator

Comments

  • You mean a damage zone on the shield blocking damage? Hm, not automatically, but you can use a Change Fields node to change that setting on the component: - component name: DamageZone - object: select the actor/object with the shield - child object…
  • If you're using the Auto Start Battles settings of your combatant to start a battle if the player comes near an enemy, you could also start the battle by placing the player near or at the same position as the enemy and start a battle with them. Bat…
  • Yep, that's a bug - will be fixed in the next update.
  • That should be the Alpha 0 to Alpha 9 keys.
  • How are you starting the battle? E.g. if it's started using a Start Battle node, you can add the combatants in that way and they should spawn in the next scene (if the scene is loaded by the battle start event). Otherwise, the battle start event c…
  • Hm, try disabling Use Auto Targets and enabling Need Targets :)
  • Yes, currently there's only one node - there where 2 previously, but some functionality got removed in Cinemachine :) Let me know if you need specific functionality.
  • Try enabling Need Targets.
  • Yeah ... that mechanic doesn't work well with battles in another scene, as objects are being destroyed in that case. I'd recommend splitting the event, e.g. set a bool game variable as a flag before starting the battle and use it in an Autostart ev…
  • You probably have 'File' in your File Info text - the Auto File Name only replaces the '%' text code in the file info.
  • The images you sent looked correct, although you didn't include one for the rest of the damage dealer component's setup. If that's also set up correctly, I'd next check if the damage dealer actually enters the damage zone of the enemy during the an…
  • That's possible using a Change Fields node: - component name: Transform - add a field - field name: name - is property: enabled - field type: String - string value: whatever you want to name it And don't forget to select the object (actor, prefab, …
  • There was a free save tool available some time back that could save spawned prefabs (if set up correctly), but I don't remember the name ... generally, it should be possible to use on of these save tools that are available in the asset store (or els…
  • @Campanulla I've updated the Cinemachine plugin. Please remove the previous plugin before importing the new one - it'll now be provided as a script file instead of a DLL.
  • Thanks for reporting, I'll check it out.
  • TextMesh Pro will be supported for Makinom 2's new UI system, or rather required, although you can replace it by other text solutions if you want. As for scriptable object - what support would you need there?
  • If your setup is correct (i.e. using auto damage dealers and they're also setup correctly everywhere), the issue is most likely that your event doesn't have any wait times, so the damage dealer is activated and deactivated in the same frame. Mecani…
  • Generally yes - using DataObject as data is possible (even using arrays of data objects), they can also be retrieved via the GetFile and GetFileArray functions. This is used by ORK to do deep serialization (i.e. serializing fields that represent cla…
  • You'd use game variables for remembering at which state you currently are and have the scene set up to react to it. There are 2 ways to do this, either having the game objects already in the scene or spawning them by an autostart event (which can al…
  • But if your player isn't moved via nav mesh, it doesn't need an agent attached. Or, if you're using nav mesh to move the player in events (when player controls are blocked), you can simply enable and disable the agent component in the event as need…