braddon85

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braddon85
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  • Ah I get why the navmesh option still uses the moveaicomponent, it still needs it because otherwise the navmesh won't reach its target and it will just sit there unless the moveaicomponent tells it "you've waited in one spot too long, time to go som…
  • On another note, under the move AIs there's "Move component settings", if you select default and then enabled "Add Component" your character should have the ORKFramework.Behaviours.MoveAIComponent added at runtime yes? I've disabled this and am now…
  • In regards to the abilities, I also notice that in the editor under Equipment ability 0 there is only the "Remove" button, it seems that usually you have remove, copy and move up/down. Not sure if the bug prevents them from showing or not. As for t…
  • Hmm, alright trying it a different way. Using the same abilities and status effects. If I can't use both abilities at the same time on the weapon, then I'll remove the abilities from the weapon and use an equip event to give both abilities to the c…
  • Ha alright figured it out. I had to take a nap to fix it :P I was reading this page earlier; http://forum.orkframework.com/discussion/4049/alternate-main-menu And the part where GIL replied with; That's no problem for ORK - if you don't want to u…
  • Ah think I figured it out, on the Base/Control -> Camera Controls, even if you select "none" for the camera control type (the help text says "you have to add a camera control component to each camera in the scene by hand"), you still have to add …
  • Awesome thanks gil. I've gotten around it with a bit of fiddling, it works but its not neat :)
  • Seems to work when the actor is set to player, instead of Event Object or the player combatant is not part of the group (disabled in start event) so its only the follower combatant in the game.
  • Thanks for the reply gil. The class ability thing was my fault, I copied a normal ability node instead of creating a class ability node, silly me. Still not getting the level up event to work. The collect battle gains node has "Wait" enabled and t…
  • Gil can you confirm that this approach is still working? I've made an event and assigned it to the level up game event slot. In this event there is a random step and a learn ability step connected to each node. So the Actor (event object) will lear…
  • gil, seems to be an issue with the ORK Input Module, rather a combination of scene objects that it doesn't like. On the event system object, in the inspector where the preview usually is it has the debug values for the event system. At the moment i…
  • I figured it out, was an issue conflicting with the unity event system from another ui. Just had to delete it. Wasn't getting any "You have multiple event system" warnings like you normally do when there are more than one in a scene. Just posting h…
  • Found a little issue gil, not sure if it's me. I disable auto-call on the main menu. The main menu has a startEvent assigned. My custom main menu "New Game" button simple calls ORK.Game.NewGame(true); Now in the field scene none of the UI works.…
  • Ah thanks gil :) Hey, whats the correct way to start a new game from code? I'm playing around with the ORK.Game.NewGame(true) to try and get around ork's main menu (made my own) and I've just used a GUI box thats set to hide off screen that I assig…
  • This sounds very useful. I'd interested :)