ThreeNippledWanda

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ThreeNippledWanda
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  • New question: is there a way to make the individual item buttons an input key, so that I can call my sub-menu by clicking on them?
  • Could you alter the 'Change Game Variables' and 'Check Game Variable' nodes to let us to select an origin for the game variable used to set/check the value? 'Change Game Variables' would then become essentially a 'Variable to Variable' node, and 'Ch…
  • Another thing that I should mention is that it *seems* only, or mainly at least, to occur when starting a game from a screen other than the framework screen. When I start from the framework and move to the game screen I can switch back and forth as …
  • I'm--(sniff)--I'm just so happy. I love EVERYBODY!!! Well, back to work.
  • "There are no local events in ORK " Yes, it seems I blew a microchip there for a moment which caused me to read (and write) 'Event' as 'Variable'. It's fixed now. Sorry about that. Incidentally, the event in question here is actually a Battle Event…
  • Thanks, Klep, for offering a lifeline on this issue. As far as a scripting solution goes, I mean I'll take whatever avenue might be available to implement this functionality--there's always a work around--but I do honestly feel that this should be a…
  • No, no--Local Events, not Global. I don't want to make them global. I want/need to transfer Local events. Global events are always referencable, that's why I've little to no particular use for them 95% of the time.
  • What about simply being able to drag an item onto a link (like a portrait) that transfers the equipment? It means that you'd be switching back and forth, but your UI is cleaner... although, I suppose clicking on a second character's portrait to brin…
  • "Hm, tested it and worked on my end. Since it works with other examples on your end, I'd guess it's either a typo in the variable key or due to floating point imprecision when doing the checks. To prevent imprecision in checks, use the Approximately…
  • (Carried over from a thread under 'General Discussions') I read the part about a grace period, but that's still a hard cutoff for people who might have purchased just prior to that. A better way would have been to announce that this policy would b…
  • I didn't want to start a new thread for this recently discovered issue (though it's different from the one this thread was initially discussing) but I've noticed that, as of the recent update, Local Variables created in events via the 'Change Game V…
  • "I don't think there is anything special. Check the "additional recipes" section on the UMA prefab; the default prefab includes a recipe which adds a Capsule Collider (I think). Just check all of the recipes added to the default prefab and remove an…
  • Thanks for this reply, Keldryn. And for the script! Please advise whether you give permission to use it in a commercial title. I haven't had a chance to test it out, but I did set aside a small chunk of time last week to fiddle a bit with the UMA av…
  • -Is there a simple method to transfer, or just remove equipment from a select equipment slot using an event? The 'Change Equipment' node only seems to give the selected equipment to a slot. There's a box that will remove all equipment, but that's no…
  • "You can also use game events upon equipping and unequipping a weapon/armor. They can be defined per equipment level and can be found directly in the Level Settings of the equipment :)" Perfect, thanks! I'd always overlooked that section and kept i…
  • -Can the UI hide empty equipment slots? I have many, many equipment slots intended to overly in a hierarchy. I'd like to be able to drag anything that equips on the torso, for instance--shirt, gambeson, mail, cuirass--into their respective slots in…
  • Thank you so much for deciding to include this feature in the next update! It sounds like variables will behave like stats insofar as they'll be able to utilize only those variables placed above them in the list, but would it be possible to run a pa…
  • Yes, I see that the slope feature works when generating a grid via the battle component. A few more questions then. -Can a grid attached to combatants be generated as a battle start event and destroyed afterward? (and how stable would that be? I no…
  • Sorry, I thought that I had given you access when I created it. You should be able to access it now. If nothing else, I really need to know why the 1st scene isn't loading.
  • I sent you a zip with my project. See if you can get it to run. It was working yesterday evening when I shut down Unity, and this morning it was *#$@ed. It hangs at the main menu, refusing to load the first scene.

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