n00bster

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n00bster
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  • I think I figured out the issue. I imported another asset that changed some of the base project settings. I did some tests and it seems to work fine before adding it. Silly me.
  • I tried the range settings and nothing changed. The NPC would move, but the animator just wasn't changing to reflect the movement i.e. staying idle and gliding along the floor. Though, it worked fine in the same scene before having to load it from a…
  • Thanks for the advice, Gil. In the end, I just deleted all the files in the project from the data folder in Ork/Maki directory. It fixed it.
  • Yea, the root is where all the Ork/makinom components are located. I'll look over it again soon though. It's likely some setting I've overlooked. Schematics + a little custom code is working out better for me ATM, so it's not too bad. Kinda setting…
  • https://file.io/xRiEY8zHMnTJ
  • Yea, player + enemy combatant spawns in.
  • Yeah, I dunno what's up. It worked in Ork2 for me. The battle AI is used because if I put something like 'Use Ability' node, that works when within the distance. I tried removing everything in the Battle AI and just having an object variable change …
  • Yea, those are enabled, but it still doesn't work via battle AI. Tried changing to a local variable in the battle AI, but no good. It works via a machine. Set an auto machine that's using a raycast. Guess I'll do it that way instead.
  • Yeah, you were right. It was an issue with the font. I was using the default font that came with TMP and for some reason, it just wouldn't display those numbers. I switched to the one that came with your tutorial assets(FFFFORWA SDF) and the HUD dis…
  • I set up the battle AI like this. I tried both the flee steps that were possible. I made sure the battle system allowed move AI. I tried disabling the range and changing it from 50. He still acts the same. His default move behavior is hunting an…
  • Set up a new one called none, set to that but still happens. Did it to the others that go to idle and still happens. -Edit- Actually nevermind. I wrote a small script so now it cancels abilities during certain anims.
  • Nevermind, you were right, it was a layer thing. I looked at the cursor options after reading your reply and noticed the RayCast layer was set to everything. I changed it to only the stuff needed and it works fine now. Thank you for your help
  • Resolved issue with child prefab. The mouse control issues aren't down to layers as I'm using the demo you made and it's set to Ignore Raycast. I found out what the issue is but I'm not sure how to fix it. I'm using mouse control for the camera and…
  • Thanks for the confirmation. I will definitely check that out.
  • I've done this in past experimentations, in 3D. I imagine if you can do it in 3D, you can do it in 2D too(ORK is fairly flexible). I forget exactly how it's done, but it was relatively easy.
  • @Keldryn After trying a demo of the asset, I decided against going down the invenPro path. Whilst it seemed nice and all, it's not really what I wanted. Also, after reading what you just said, it sounds like it'd likely add a large chunk of developm…
  • @Kedryn Not sure yet as I still haven't bought the asset. Just a different style of Inventory, I suppose.
  • @gamingislove Thanks for the response. Yeah, I thought it might be the way to go. I guess I will try and delve into the ORK API. :p
  • @Natnie I also wondered about this too. There have been no updates for a long time. I am thinking maybe the dev stopped?