ThreeNippledWanda

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ThreeNippledWanda
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  • @gamingislove "The animation doesn't need to talk to ORK directly, as it would just need to enable/disable the equipment viewer to show/hide it :)" -I just don't trust the animations not to glitch through a frame. I'd rather tweak an event's timi…
  • @hellwalker "Hmm, so you have 3 possible weapons that can be equipped at the same time but only one is active and in hand right? Are they any 3 weapons like 3 two handers or like you can have one dagger, one bow, one two hander?." -There could be…
  • I have variables to manage the swaps, but not a foolproof way as of yet to ensure the variables adjust correctly 100% of the time. If one variable gets off the whole setup glitches. Using animations might be a smoother, easier way to handle animati…
  • Awesome, thanks! I suppose I'll just have to find a way to suffer through until then.
  • Thanks, I am using the 'Switch Equipment Node' and it makes it quite easy to swap equipment via events. What I'd like to be able to do is carry multiple items equipped on secondary equipment slots that the viewer displays as something like a dagge…
  • It would simplify many events and formulas to be able to do a quick check on the location of a selected equipment piece rather than constantly cycling to see if an equipment part has an item equipped that matches the selected equipment. More than th…
  • It doesn't, when the built in controls are set to 'Click'. If I set it to 'Hold' or 'End', however, then it places a waypoint marker on the underlying terrain. Events and menu buttons attached to the UI panel will trigger, but the mouse also clicks …
  • I'll update the contact, thanks. Keep in mind, however, that Google is one of the pillars keeping these markets afloat and they'll have a harder time doing so without full access to all of your personal data for them to sell to the highest bidder. W…
  • I sent them Monday 18th to gamingislove@gmail.com.
  • Did you get a chance to look at the events I sent you?
  • I may need to do that, but the lag seems to stem largely from a front loading issue with the individual events themselves, possibly in conjunction with the garbage collection feature. Spacing out the time after the event loads and then adding anothe…
  • I'll send you Three linked parts of my primary attack formula. The first part checks whether an attack was 'Blocked', 'Deflected' or 'Dodged' or if it hit. Part two will be the contingent branch following a 'Torso' hit that first checks for which pa…
  • Sure, I'd very much appreciate that, but will you need the accompanying formulas?
  • What I've discovered is that it's not simply what the event does--i.e. the rout it decides to take--there's a spike whenever a new event loads based on how many nodes it contains. Even if an event ends up doing something relatively simple, there mig…
  • That's part of my problem. Initially, my primary attack event caused a whopping 2+ seconds of frame lag with around 10,000 calls hitting it the whole way through along with garbage collection. Adding 'Wait' nodes to that particular event at stages h…
  • "Using a None player controller shouldn't cause any issues, rather prevent them since you're not actually using the built-in control. I'd need to know how you're performing those checks to give advise :)" I went back and took a second look at the c…
  • "Blocking could come in 2 different ways - either the actual input is consumed (e.g. the click accepting a dialogue, which consumes the input) or the raycast from the click to determine the position is blocked by some collider or UI, resulting in an…
  • "Using the built-in Mouse player controller with the Nav Mesh Agent move type is not an option?" I could never tweak the Unity NavMeshAgent in a way that made movement seem natural. Besides, ORK events are a much more powerful tool. I can force my …
  • "I'll check it out - however, you can already set the start value of your consumable status values. Set the Start Value to 100 and Set In to Percent in the status value's settings." That's how I've set them up. Obviously, 100 percent should generat…
  • Yes, I'll certainly try my best not to destroy the world with my game. No promises. Incidentally, I'm curious whether this update will include additional options for the inventory system. I'd also like to mention in this thread, since it pertains …