I see, thank you for the info. I'll try it from scratch though.
Is the offer of yours, still valid, that I could provide you with a game design document and you'd prepare the ORK project for me? Ofc I'd pay.
If so, to what extent? Assuming you are…
I see. Sad story :(.
Anyway, I tried your suggestion of using a fixed time which now results in really having the time for each attack to be fixed (2s) and I can't have it based on the attack speed of the monster.
The animation speed is based on …
Super, I changed it and it works like a charm. The only thing I am a bit annoyed by is that the poison is applied straight away, not after the Attack1 ability has landed at the user combatant (with active Poison skin).
Thanks for the patience and b…
I came to the conclusion, that with your new fix, you now take into consideration the Speed value when determining normalized time in the Wait node, but are not taking into consideration the animator speed. It counts like it was always 1.
@gamingislove Hi there again. I am still struggling with this problem even after the update.
The thing is following:
1. I have a mecanim Attack1 animation of a monster combatant, that by default takes 0.833s.
2. In order for me, to unify these anim…
Ehh this has been challenging, but thanks for your help, it works now.
Here is my set up of the battle animation event of the ability:
I am afraid now that different effects are each set up differently, resulting in a bit of a mess maintaining th…
Going to look into your proposed solution.
Just to be clear, however, the behavior of the event that you can see screenshot above is following:
1. User defeats a monster
2. User sees dialogue where he can select power-up (status effect)
3. He choo…
Your proposed solution doesn't seem to work well for me as I am adding status effects dynamically after defeating a monster like this:
I can't seem to be able to add a defense effect like this.
In any case, I still would like to hear your thought…
gamingislove said: As said, the user changes have the user of the ability as user and target, i.e. the Target condition here is checking on the user itself.
Why is it checking the user itself, when it's clearly said to check the Target, not the User…
I am applying changes in the User changes settings, as I want to apply poison to the attacker, in case he is attacking a target that has poison skin.
Like I said, all works fine, when I remove the condition/requirement as can be seen in the screens…
Hello @gamingislove, did you manage to fix this in the latest release? I can see no mention over here, so in doubts whether I want to go through the updating process unless it's fixed.
http://orkframework.com/news/ork-framework-2-32-1/
Thank you :)
I just figured where the problem lies but I don't know how do I solve it.
When I set low attack speed to a monster combatant, then with a normalized time 0.5 on the animation node I achieve what I want -> deal damage (resolve target change) at …
Thank you for an exhaustive answer.
My mecanim animations are set up like this:
Where attack1 is also the name of the animation clip, meaning it should be able to retrieve the animation duration.
What I am experiencing, in reality, is that even…
Would you care to explain, why my renaming clips to match the State Name helped? Before I used the state name: attack1 which was matching the actual state name in the animator, while the Animation clip was Attack1. Once I changed the Animation clip …
Finally, I solved it. All I had to do was to read more carefully this bit:
I had to rename the actual animation clip...
This error message however could be more specific in saying where to define the animation clip name. Seems like it should hav…