1. It is possible to remove the only player in a group using a Call Key for the Group "Remove" option. This behavior does not occur when using Remove as a button so I assume it is not intended.
2. When using Change/Remove as buttons it seems the Ch…
Another Question: However, GUI Box buttons can only be of one type of prefab. So if i wanted to use a button with an up graphic, and a separate down button graphic, i wouldn't be able to accomplish this (unless i used the less elegant control HUD im…
Duffer said: Yep. If Ork and its Gui Editor could be more new uGui friendly and Ork directly support more cell-based inventory and drag n drop ui that would be fantastic...
Is there some difficulty in implementing drag and drop from inv…
UPDATE: "I'm thinking about just editing my font to make a big transparent text block to lay over over it." - this solution worked. I wouldn't bother spending time looking into this further unless other people begin to have this problem.
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What's happening is that text spawned by ORK has Raycast Target checked in the inspector window, but my icons (sprites) do not. I can pause and manually check the box and then it works, but I don't know how to get the icons to generate as raycast ta…
OK - I figured it out: For some reason my combatant prefabs were all set to "Transparent FX" Layer. I am using the downloaded demo and I don't recall ever changing this setting. Thanks for your suggestion, GiL.
It was set to Group type but I'm still unable to get it to work for some reason. I removed the Status Requirements and made sure my Battle Component sphere collider isn't getting in the way of raycasts, but when I hover the cursor over the enemies I…
Well, I sort of solved it by adding another Status Requirement to look for an inventory item and then adding the item when I click on the target. Adding and removing underpants doesn't seem like the ideal way to implement this, however; maybe there …
Looks like Grid Cell Event will probably work out for me.
In case anyone else new to ORK has a similar problem, here's some instructions:
I have a disabled Follow Helper script component that I've added to my Combatants' prefabs. I'm getting ORK t…
I think Battle Camera would deactivate the selective targeting functionality I've built in to my camera. It looks like I may be able to do something with a Grid Cell Event because it allows me to trigger an event with Start Type: Start Turn. Then in…