I'm super cool with this. ORK is still hands-down the sexiest thing on the asset store, and worth every penny, which is why I support GIL on Patreon, and why you should, too.
Your Fade In colors are backwards. You want it to start with a full alpha, and fade to alpha of 0. The setup you currently have ends with the fade in screen completely opaque (and black) instead of transparent (letting you see the scene behind it).
...is it? How can I implement this?
I will fiddle around with my settings today, and see if I can get this to work! If anyone has any guidance or advice on implementing this, do let me know!
1 - Yup, just noting it! :) AND THANK YOU!
2 - Perfect!
3 & 4 - Huh. Abilities to change equipment and reloading... Okay, I'll play with that! That would actually solve the same problem for my player group.
5 - OOooooOoOooOh.... just knowin…
To add on to this, what I'd really like is that a player could do any of the following in a single turn (and this may be infeasible in ORK, but I don't think it is) with 12AP, in an area where it costs 2AP to move one hex, and a combatant can choose…
Changed the order: Player Grid Placement first, THEN Change Camera Position. This works, but it means I have to severely constrain how my player approaches each battlefield.
....I'm still fiddling with it.
Okay, I've tried the following:
Unblocking the camera and adding a CCT node. Still exhibits the irritating behavior (moves to undesired position prior to player placement).
Changed control mode to:
Mouse
Look
Top Down
Follow
In all cases, once t…
"Hm, is your camera control blocked or unblocked?"
blocked
I'll try unblocking and adding a CCT node.
....Hmm... I'm using the follow camera. And I've destroyed my player.
.......I think you may be on to something. I'll fiddle with it!
Added wait to the camera node, and it correctly does not allow me to start placing my player before the 10 s wait is up... but exactly at 10 s it auto moves to the undesired location (from the desired location), and then i see the popup to start pla…
What hellwalker described is EXACTLY what I'm talking about! Thanks for the consideration, GIL!
...i'm talking to a guy named gamingislove and agreeing with a guy named hellwalker.
The internet is weird.
Signed,
ChainsawPenguin. :)
Huh. Okay, I'll look into that. I found that I could offset it by changing the height of the icon to 149*128, and I think it's being stretched by the scaling of its containing button.
Thanks for the advice!
Oh, RIGHT! The ability calls the battle event, and it does the calculation that's set to right there in the ability!
Thanks! I'll eventually internalize stuff like this, but thanks for answering even my dumb questions!
Good afternoon! I realize that there's an impulse to remove questions you've answered yourself, but a better resolution would be to leave your original question up, edit the title to say "Solved", and comment with an explanation of how you resolved …
The main menu from Menus > Main Menu!
I doped out how to do it for my actual menu screens (thanks!), but still haven't worked it out for the main menu screen choice box (new game, load, exit, etc...).
Okay, I set up my main menu in the Menus -> GUI boxes and Menus -> Main Menu screens. How do I tie my main menu to a specific "Menu Screen", so that I can leverage this functionality?