Hey @gamingislove,
I was basically following your actions per turn tutorial, and was hoping to have the move command have a use cost like abilities. I've been trying this way for days and can't seem to figure it. Is it possible to put a use cost f…
Hi Gil, I live in a different timezone to the forum so I post at inopportune times.
Anyway what I was trying to do is get the "cells" from check grid path length node and set the cell length to the amount of AP the player has, however there is no "…
Thanks for the reply Gil, i noticed quite a few instances where status values could be used, but cant. At least directly, for example in battle events i cant effect status values. Its mainly global variables as proxies. I hope im explaining this r…
@gamingislove I can see the Grid Move Cost, I see there is only options for Value, Game Variables, Player Prefs etc.
How do I get it to use Status Values as a value?
@gamingislove
Yes it's mostly working. However when i click a cell to move the player teleports to the cell instead of running. I mean he plays his animation, runs a short distence then teleports to the end cell.
Is there any kind of "lerp" for …
@gamingislove
Thanks, I thought I might have missed something, it fixed it. I been at this for days trying to figure it out. However now when I click a cell to move to, the play just stays where he is and the command does nothing, I'm using a navm…
Hey @Keldryn Would it be alright if I zipped up my project and sent it to you to look at? I've been having real trouble with it. I'd really appreciate it.
I can share my google drive link to it.
Thanks @Keldryn I have tried what you posted, it helped and give me an idea on what to do, however It hasn't worked for me.
I think it maybe the UMA mesh I made, I'll try remaking it and importing into unity. See if that helps.
Sorry to bother you again @Keldryn, however I have run into another problem. The armor I have equipped on the player; via start equipment, (havn't got an inventory UI yet) is equipping fine, however I can't seem to get the boots to appear, they stay…
I have a question @Keldryn.
So for armor/clothing/wearables, do I simply leave the "Viewer" prefab on the "Equipment Setup" to disabled and then reenable it when I equip a inventory item, is that how you meant, because I'm finding it hard to follow…
Just to be clear @Keldryn when you say "Dynamic Character Avatar" are you refering to the script Dynamic Character Avatar or UMA Dynamic Avatar, Because for me the Uma Dynamic Avatar has the 'characterCreated' fields and the Dynamic Character Avatar…
Thank you @Keldryn. I will remove DK as I never wanted to use it anyway, I saw that it had an "integration" with Ork. UMA by itself was lacking in the manual department in relation to Ork so that's how i ended up here.
Anyway I like this community…