Dre788

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Dre788
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  • Select Combatant is the correct node. All available targets are stored in starting object based on your skill range Grid Shape.
  • You should be able to filter the starting object for "enemies only". This will select only the enemies of the user into a selected data.
  • I'm not 100% sure about this but, for Filter Selected Combatants->Enemy Check->Is Enemy, the Yes and No seem to be backwards. If I want to filter for allies, I have to select Yes in order for it to work, is this correct behavior?
  • I have a battle where there are two enemies, and one of the abilities they cast depends on them both being alive. Check Status isn't the ideal node to use in this case. What you want to do is use Select Combatant to store the two enemies in their ow…
  • Okay, I'm running into a different issue. In status effects, if you use Change Type: Status Effect and set the Change to Add, there doesn't seem to be a way to add more than 1 stack. (regardless of what you put in the stack count it's always 1 in ga…
  • I see, is there no method for checking levels just for equal?
    in Level Check Comment by Dre788 January 22
  • make sure your abilities/items have Use Attack Effect and Use Defence Effect enabled in one of their target changes to use them. Ah dang, I had no idea that was there. Was that always there?? This means I've never actually tested it like I thought.…
  • I'm having trouble getting Attack Status Effects and Defence Status Effect to work in the latest version of Ork. Nothing I seem to do is causing it to work but I was sure it worked when I tried it before the status effect update.
  • I'd use a Interactive Machine on the Player character that activates based on button click. In the schematic you can add a status effect that will change the time bar based on the range of the current timebar. This also gives the added bonus of lett…
  • Can't you just use Forced AI Controlled via Status Effect and control the state of the AI with a bool or schematic? (adding/removing the status effect with a button or menu)
  • I've tested your setup and I managed to get [Select Data Count->greater than 0]. Are you 100% certain you hase both the active schematic and object variable on the same object? You can test your schematic by changing "Object" of the selected data…
  • Variable Lists: ‘Lowest’ and ‘Highest’ list origins available. Getting a variable from a variable list now allows getting the lowest/highest value (int/float), the value with shortest/longest distance to 0-vector (Vector3) or the shortest/longest te…
  • Great, that's just what I needed to know.
  • Thank you for adding names to the Actors on Machine Objects in the inspector. It makes a world of difference when you're working with dozens of machine templates.
  • Are you sure the Vector3 Check Distance Node is correct? Use a Unity Log Node to check if the loop is being skipped. If it's not being skipped then confirm if the vfx projectile is even being spawned, then confirm if it's position is being changed. …
  • @gamingislove gamingislove said: This sounds like you didn't save after exporting, i.e. the export IDs that where assigned where not saved. Ah, okay. It's possible that might be the case. (I tested this a while ago but haven't got around to making…
  • There's a node called Cancel Battle End. I believe this could help you keep the battle going so you can use a auto status effect (for example) to revive all your party members. Or, you can use the node Cancel Death based on if the user has the revi…
  • I came up with a simple janky solution. Since I only notice the input overlapping when a slider is used, I simply block the horizontal ork input while a slider is on screen. The user doesn't notice anything and the slider functions as expected. I do…
  • I've finally released a major update about my progress.
  • Ok, so my problem was I was using the same key input with Rewired Standalone Input Module as I was using in Ork Input and this was causing repeat inputs. (also, using float slider was giving me strange large value count by 10) Once I disabled Rewire…