@RustedGames You can still download the deprecated version of Ork, by going to "My Assets" then searching for Ork in the smaller Search box (the one next to "My Local Downloads", not the one right at the top of the screen). That will then allow you …
A bit late to the party on this one, but here's my two penn'orth, for what it's worth:
First off, I don't think any reasonable member of the community would begrudge hardworking professional devs like GIL from making a decent living from their effo…
yeah, i've got Tenkoku and Suimono, and they do both look great, but they tank my framerate something rotten, so nowadays i tend to just use Instant Good Day for any of my projects that need to be time-based. the best thing about it is that it's l…
this is a game mechanic i'm keen to implement into my own Ork games
i got Behaviour Designer a long while back, but i never really got on with it, so for Ork games i'm using the basic Ork movement AI (which unfortunately, because it doesn't support…
thanks gil, that's useful to know. i must admit i was a teeny bit surprised when keldryn suggested that local combatant variables weren't saved at all
however if they are indeed saved then it's very likely that my problem was some kinda timing thin…
ok. i think i'm back on track
i'm using Object Variables, but not the Local kind. they're defined in Combatants/Object Variable Settings, using an ObjectID which i can reconstruct in the relevant bit of Actor Details Generation Code
e.g. if the co…
sooooo... another post i've just stumbled on (from way back in 2014) discusses how to get, and set, Object Variables
although i thought (but, i'm an old man, i think a lot of things that it turns out i hadn't actually thought) i'd tested that, i'v…
ugh
and the OTHER gotcha is that the technique only works as long as it gets to process actors in the exact same order when saving as when reloading, and THAT, unfortunately, doesn't seem to be the case
so, i either abandon the idea of generating …
@Keldryn
the solution i've eventually adopted is to not save the data at all
for each new game i simply generate a unique random seed number (stored as an Ork global variable), and use that to create the random actor data, during each actor's Sta…
Changes to Ork Prefab data don't always "Stick"
To replicate:
> Add an empty GameObject
> Add an Interaction Component to it (doesn't matter the details)
> Save the GameObject as a Prefab, and then delete it from the Hierarchy
> Selec…
this is the closest i've got to getting something to work (although obviously still no cigar):
first, i removed my actor details generation script from the equation so that it didn't muddy up the waters any
then, for each combatant i set "Use Obje…
one small thing i'll add:
after i'd got it all working, i closed Unity, went off and had something to eat, came back, tried it to make sure it was still working, and...
...it had stopped working again!
so. i checked the weapon prefab, and found …
thanks gil
i did have wait times set in the battle event, but i didn't have any duration set for the animation itself (all animations are mecanim)
so, i specified a duration for the animation, and also set "Auto Activate" on for "Field" on the wea…
ok. kinda solved. kinda
first off i was able to get the Throw Fireball tut to work without too much trouble, so instead of perservering with the probably doomed attempt to get the thing working in the way that i'd originally envisaged, i ended up b…
i could be wrong, but i think that this is the same problem that i encountered recently (HERE)
if you try and use combatant based variable data when testing a formula in the editor then it will always return 0, as per Gil's explanation: "That's sim…
ok, fair enough. i'd assumed it would have taken the values as defined in Combatants/Object Value Settings, which would have precluded the need to use a game object
the main thing is it's nice to know that Ork has a planned future, in some form or other
to be honest i'm not greatly interested in multiplayer or multideveloper. top of my personal wishlist would probably be better intrinsic player/camera controls…
i'm thinking about getting makinom at some point, but i really want to get my current project done and dusted before i do anything else
(unfortunately, like alice climbing the hill, the further i get, the further away from the summit i seem to be)