Kale

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Kale
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  • Thanks, I'll look at that.
  • In ORK, there is an option of "none" for controls. I believe, setting it to that makes it so Ork doesn't control the character. I think there is another option too, where you can make a script and send ork parameters for mecanim. It's been awhile s…
    in 2D Controller. Comment by Kale May 2018
  • Here's a random question... Nottorus. If, as some are speculating, it gets picked up by Unity. (We'll probably find out in April.) Is there a chance, you'll support it as much as Makinom? I haven't tried Makinom, to be honest. The reason being is I…
  • I'm in the same boat as ermzzz. I like the product, but there are just some limitations that makes it hard for me to mess with. Since Ork3 sounds like it's a bit more open... maybe, maybe that'll help me with changing aspects to how I want it. So i…
  • I just hope for events to encompass some of the hard coded stuff, like target selection. (for better manipulation)
  • Ah. You're talking about interaction. I'm actually still talking about ability and the range for it in battles. I didn't even think about outside of battle. Sorry, should've been clearer. EDIT: I think I found a work around. I changed the Set Ray …
  • Well, I don't think you can. Mainly because if you set up a range, ork doesn't accept a click/input outside the range given. You have to move it into the range for it to be accepted. So it can't even start the events before having an input already i…
  • You mean by altering gameplay code? I was really hoping to avoid that. Since I suck at editing other people's code. I guess I'll take a look and see if I can. EDIT: Can you point out where to edit for this? I've been looking and I can't make out w…
  • Have you thought of creating a status and then changing that status upon npc death, then using that status as a requirement? I've never done this, but it sounds like that might work.
  • From the looks of it, no. This sounds like a thing you have to do your own programming on.
  • I'd say.. Real Time battles with a custom controller/animation. Be it one you made yourself or one you buy like Invector or Corgi. That is probably the most adaptable. I mean, with a real time battle, you can probably make Metroidvania type games, …
  • I would just make it a combat area everywhere. Not that I've really tried, but afaik, there isn't much difference between a combat area and not, except you use abilities in one, and not in the other.
  • I was thinking of spawning 3 enemies, and have their start method look for the main piece and attaching themselves to it as children. Only problem with that is that if it has a model, then it won't be animated properly probably, if it doesn't, then…
  • Never thought about that... I can probably work around that with that option. I'll play around it to see. Thanks.
  • Oh, cool. At least I'm not completely blind. Thanks. EDIT: While we're on the subject, is it possible to have more than 1 cursor object or to have info sent to the cursor object? More specifically, the user's location. Latter is probably better, s…
  • Hmm... The layers are all right, set to default, and anything that is even close to being in the way is on ignore raycast. Cept the enemy/player character. And the skill works as intended, it hits the spot I click, just not able to get a gameobject…
  • Yea, I was messing around with Calculate node but I couldn't get it working, but I'm probably missing something obvious. As for Cursor Object, I was thinking it was just to change your cursor, to a gauntlet or something. Originally I was thinking I…
  • I've been playing around with it. And I can't get Affect Range to work, probably doing something horribly wrong. But I don't see many options, so I don't know what I'm missing for it. I did get Damage Zone working though. Though I'm sort of wonderi…
  • Cool, thanks. I'll check that... and holy hell, I meant whilst not including anyone out of range.
  • http://wiki.unity3d.com/index.php?title=MouseOrbitImproved Does that not work?