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  • Well if you don't have too many skills, one way to do it within ORK is to use a random node, and to each branch you attach a use ability node with the skill you want to use. If you have hundreds of skills I'm sure you could hack a little script with…
  • 1- You use a global event called by a key, then you use a time scale node.
  • It's possible, I use the status value upgrade screen for lvl ups. Then you make abilities only available according to certain requirements, ie, other abilities/lvl. Requires some tweaking but it works.
  • I'm using a combatant spawner, so I thought it wouldn't be complicated if I called a function from my escape event, telling ORK : this battle was not finished, save all the enemy combatants with their status etc, and spawn those instead of a new gro…
  • Ok I tried many things, and currently I'm able to make it work almost with the ''leave battle'' setting in the combatant. So when I return, the battle is where I left it exactly, with damaged HP, death combatants, etc. The only problem is if I cha…
  • Thanks @gamingislove !
  • There seems to be a bug with the select combatant node in battle events. In combatant settings of the node, if I check "use all combatants", then actor, then all enemies, it doesn't work, even if I do have a valid user. If I choose all combatants in…
  • Thanks for the answer, it works almost perfect. There is one issue though : If I kill one of the enemies during battle and i escape, then I fight the same group again, the enemy combatant prefab that I killed is still there, but he can't be target…
  • Hi GIL, I was wondering : how do you keep enemies combatants, with their current status values, so they're not destroyed after a battle when the player escaped it? The reason I'm asking is if the player escapes from an enemy, I want those enemy com…
  • Take off step 4 to make sure it's the culprit. If it doesn`t hang, then you`re sure its step 4. Then I would add console lines node to 4a and 4b to know which path the game takes. Then disconnect the 4b node, see what happens, if it still hangs the…
  • Thanks GIL! That will simplify a lot of things!
  • That node is not available for game events, and since this is a cell event it only uses game events. But I found a workaround : the only way that worked was to use selected data within the same game event, and have all the combatants rejoin the batt…
  • You probably changed something that nullifies damage in the stats. So I would try to also make the stats identical and see if it still happens. If it does then you know it's just a status value...
  • Ok then how would you do it? I tried the search combatant node with a global object list, and I can't make it work either. I tried a select combatant node within the same event too.
  • Ok here's my use case : a combatant step on an escape cell during, it triggers an escape game event where the combatant leaves the battle. Then at the end of the battle, I need those combatants that escaped to automatically rejoin the group without …
  • Great news, what I like the most about Ork 3 is its Makinom integration, I use the Ork event system a lot so this will be a major upgrade!
  • Everyone should thank @Bantichai, he's responsible for funding a lot of the good features in ORK!
  • Hi GIL, I'm using the leave battle group node to take out combatants of a battle (for escaping combatants individually). I want them stay in the player group after combat. But the node makes them leave the player group even though the description s…
  • Thanks GIL for all the features, especially the "avoid enemies" (solved a problem I hadn't even asked yet), the mark target cell and the group status value option! So useful.