dlevel

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dlevel
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  • without overriding the SortInteractions at all? soemthing like: using System; using UnityEngine; using ORKFramework.Behaviours; public class CustomInteractionController : InteractionController { protected override void OnTriggerEnter…
  • yes, of course, I tried it without but again it doesn't work. It dissapears the object when I don't use the InTriggerEnter and use the SortInteractions. I gave it every try with every different combination with the above code, the only thing works i…
  • So the first part works fine for 1 object (TriggerEnter and TriggerExit), but when I have many objects it lights on all of them so I m trying to do the SortInteraction think without success again, having the issues I had before. Any idea? using S…
  • I strongly advise you go through all the game tutorials first exactly the way they are described and in order, it will take a couple of days and it will learn you the core of ORK. So, the interaction controller is always attached to the player and …
  • exact same behavior. It does find the component because it calls it, but when getting out of the interaction range it doesn't disable it, and when it's only 1 object the 3d object also disappears. Maybe is something to do with triggerEnter and trigg…
  • don't know why it didnt pasted the correct way, this is how I have it. public class CustomInteractionController : InteractionController { public override void SortInteractions() { if (this.list.Count > 0) { …
  • yes of course I tried that. again it does'nt call the lightsOFF when I get out of the interaction range, and also when it's only 1 item it disappears the item weirdly... my script (with the correct functions-spelling of lightOff and lightOn): usin…
  • yeah, couldn't make it work, when there is only 1 item it doesn't work, it needs more than 2 to work (I guess this is the > 1), but even when there are 2 and the lighton works, then the lightoff doesn't when I'm going out of range (functions are …
  • 61) seems it works, having some issues but I ll try to solve them
  • 56) it's regarding individual target selections using next/previous key (using tab for next target) 61) ah cool, will test that :) just to make things clear, will I use this script inside the Interaction Controller prefab or create a new prefab as …
  • 61) yeah but that would highlight everything that's in interactions controller correct? and not the nearest item. Do you believe we can handle this inside the interaction controller script or I will mess everything up? :P if I can please let me know…
  • 61) I bought a highlight asset that I need to call lightsON and lightsOFF function to make the 3d object highlighted, is there a way to call these funcions when the interaction controller can interact (be in interact range) and when it's not (so i c…
  • you forgot me? :D
  • 59) Set Object Tag node as well would be handy :) 60) I cannot make the Follower Auto Respawn in Move AI work, it follows me (leader) just fine but when I get out of range it doesnt respawn near me. I'm revisiting an NPC mechanic for my game that…
  • Yeah I had Save Group Positions disabled because I want to spawn my player in the first town due to my terrains being disabled except the first town. Is there a way to run an event on Load? So I can enable the terrains needed (for other villages) so…
  • It seems that when I have a combatant spawner with Remember Combatant checked so it saves with the save game option all works fine until I run an event with Join Active Group so I can have the NPC in Players Group. Then when I save the game and load…
  • @Klep well if you could make just real time battles work in small multiplayer environment (2vs2 or 2-4 co-op) for ORK I would pay for it, put it in the asset store and have everyone owns ork buying it :)
  • 58) Can we have an Add Loot Table node? or the Add Loot one can have loot tables :) as well as in Add to Item Box, would be nice if we can add loot tables. Also something weird happens with the chest boxes, the Change Box ID I m pretty sure it wor…
  • Well if GIL doesn't work on it, it seems impossible I guess :D
  • Thank you. 57) also for targeting, would be handy if you had target change regarding what you are targeting, so if I have in my crosshair another enemy for 1", to become the new target. Is that possible?

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