Machal

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Machal
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  • @gamingislove No, you shouldn't test it in some menu screen which has tooltip enabled. Do it in a separate HUD component. 1. While in some menu screen canvas, put an empty game object and put HUD component there. 2. Inside the HUD create another …
  • After updating from ORK 3.7 to 3.12 the HUD Tooltip component doesn't trigger for Tooltip check - Equipment. HUD Equipment List that shows a prefab that has that tooltip attached. I remember you fixed it in 3.7 but now it's broken again. Unfortu…
  • You were right, after the update, works fine, thanks a lot!
  • It looks like I need to set the AdvancedContentSorter class actually. public void SortNow() { MenuScreen screen = ORK.MenuScreens.Get(7); BaseMenuPart baseItem = screen.part[0]; InventoryMenuPart inventoryItem = (Invento…
  • Hello GiL, can this be used in ORK 3 to access also Menu Part -> Inventory -> Item Box Settings -> Sort By function? I want to change 'sort by' during runtime between 'Added, Buy Price, Float Variable'.
  • It's alright, will let you know if I'll have time to send it. Thanks for info.
  • Well yeah, wouldn't work otherwise, would it. It's the counting feature that doesn't work, not the quantity itself as I've mentioned above. It's not really a rocket science so maybe it's some weird detail. I'm adding loot in the battle end event wit…
  • They are direct part of the UI box prefab as I find that more easier and organized. But went out and tried to separate the HUD part in a separate prefab which is only HUD. Then added it as a specific HUD content in the loot notification. No change…
  • Layout screen Block Focus - On Show Loot Notification - On Show Console - On (rest is off) The UI box has Main Content which is set for Loot Notification - Loot Content - Then for Icon and Quantity, I'm using HUD inside the UI box set as Additio…
  • Yes, adding that component to all cameras finally fixed it and it shows! This definitely should be included in the tutorial as one of the causes! :) thanks a lot
  • Yes, I have multiple camera and only one is tagged as Main camera. In battle I use 'BattleCamera' object with camera and always one is active only. Ability events are also set to 'BattleCamera' as I use it with events.
  • Well, luckily I still have my ORK 2 project where I can check the settings. While that one has no problem displaying it either on the combatant or it's child, back in ORK 3 it goes full retard and displays the flying text at -75k-ish on the X-axes a…
  • Thanks for honest reply :)
  • Ok, I've realized, that I'm just dumb and had an equip event in the equipment, while I was equipping it through an event from the inventory button using the Select UI input context. Sigh
  • Nevermind, found out that the rect transform of my render texture should have been 1x1, because my camera render texture was set to 1920x1080 already. So it is multiplying the textures, for some reason. Nasty stuff.
  • Alright, thanks for explaining.
  • Yes, 'Only Leader (Group)' - enabled Limit Value - Int Variable - Global Then in New Game, there is event, where I just set the Int Variable to 6. I've just noticed that I had unticked option 'Update Size By Variables', maybe that was the thing.
  • Yeah, in that case triggering preview state from selected data might do the trick. But since it is a button with an event 'Change equipment' node, I don't know how would I make it work to show preview on first click and then equip it on second. Tha…
  • Yes, thanks, know about that. But I was referring to equipping items with custom status values on a combatant, so very simple 'value' change from the previous value to new value. The Status value -> Value settings have text codes that has #cha…
  • Yes. And by 'combatant' it is a Combatant menu with HUD as additional content that represents an Equipment slot.