It's a fairly basic setup. The battle is turn based, initiated via a Combatant Spawner. The Spawner does not Use Group (maybe that's the problem) but creates Quantity=3 Snakes. It uses a specified BattleArena. I then walk my player into one Snake an…
I think there might be a (minor) bug. If I have 'Show Title' and 'Use Name' set for the HUD then it definitely only shows 'Snake' not 'Snake B' - even though 'Snake B' appears in the console log, target select screen, etc.
From your response I've f…
Just coming back to my ORK project after an enforced break and I definitely second this idea. A Wiki would be a really useful resource and with community help could be kept up to date more easily than the tutorials.
I'd definitely be happy to help …
@Catacomber: I haven't got that far yet. It's something I'd like to do but suspect I'd need to do some coding
@Gregorik: UGUI looks interesting but again has no pre-sales documentation *sigh* Developers really need to make their manuals public.
Well I checked and rechecked and couldn't find anything wrong with my settings. So I took the nuclear option: deleted everything vaguely related to this functionality and re-entered it. Now it all works. *sigh* If I had a pound for every time that h…
Well, I've gone down the 'Abilities' route and think I've sorted myself out. Basically I've crated two Abilities, Attack - Melee and Attack - Gun with different hit chance and damage formulae. I then give these abilities to the relevant weapons. I'v…
Or would I be better defining two types of attack ability, Hit and Fire Weapon, then assigning the appropriate one to each weapon under Equipment Abilities?
My head hurts...
Thanks, I hadn't dug all the way down to that!
My original thought was to branch the formula dependent on a flag but this isn't a flag so there's no way to test it.
So I guess the best thing for me to do is have a sub formula for 'Physical damage'…
Problem solved. The Combatant prefabs are (for some reason) set as being on the TransparentFX layer and the InteractionController on the Ignoreraycast layer. Both of these layers were turned off by default in Unity, displaying them again made everyt…
A 'map' scene sounds right. I was thinking of no character in the scene and selecting location by clicking, I suppose basically it's just a UI screen which I update as locations get discovered. But I like the idea of switching to a 2D character that…