@RustedGames You are a beast! You videos are always well thought out and very informative.
I was testing out the implementation of the sprint video a while back and I was wondering if you know of a way to have multiple event interactions that can u…
I'll chime in here with the Status Values vs. Attributes dialogue. I am in agreement that Status Values should remain named as it is now. Having the Status Types is how I've differentiated the Status Values. I regularly use the word Attributes as a …
Alright, it's been a bit after fixing up my script and testing it out. I still have one last issue on this.
I have several abilities tied to one status effect for the drain and one separate status effect for the stat to regenerate(let's call it Sta…
Alright, now we really have something going on. The last thing is that I need a couple of these abilities to use the cost each second instead of every frame.
Like when you fly, instead of just having your stamina drain to zero like crazy, it just d…
Okay, I got everything working correctly except one thing: when you fly or glide the use cost isn't taking effect.
You can double jump or glide and land, and you won't take damage. If you fall from a significant height under any circumstance, you w…
ORK 2.32.1
It works with either now. I don't know what I might've done in the event differently either. At one point earlier I had tested it with just an Event Start and the change minute variable node and it wasn't working, but now it works just f…
Ah! I was setting it up that way because I forgot to use that code. Lol, juggling too many things at once. I'll use the code instead and report back.
Thanks GiL!
Okay, so I've changed up the code for fall damage and for player movement. I'm now integrating ORK abilities into them so that I can keep the falling script agnostic of player controls. I'm trying to use abilities to set up bools that I can call in …
Sure. Here's the link to the image.
It's funny because I recall trying this on an early test project and having the same issue. I'm not sure what suddenly fixed it tbh. I built the time event up to have minutes, hours, days, days of the week (with…
Update: I told on it and it started working...
I changed the global event by switching the Variable Conditions > Needed from 'One' to 'All' and it started working. I'm not sure when I put it on One... would that even effect the event if I only h…
I appreciate this info a lot, it goes a long way to getting me where I need to be with development.
1)That's great, I should be able to take that and run with it.
3) That's good to know, I haven't talked to anyone about this issue yet so it's good…
I was wondering about this myself awhile back. @gamingislove, does your answer mean that if there are multiple skills added as abilities that there needs to be a separate experience status value for each one? Like in Kuidream's example, do fishing, …
Thanks GiL, I finally got it working. It wasn't any of the above.
I, for some reason, had the minimum of the normal stat set to the initial value of the consumable stat. I think that kept the consumable stat from going down. But I'm now sure if th…
@Keldryn -- Again, super appreciate the clarification. I got the script working with GiL's suggestion but I'll move the "#if UNITY_EDITOR" directive just to have that practice.
Now my issue is trying to get my health, stamina, etc. bars to transiti…
Hi, I just wanted to check back in on this thread and ask if anything changed in the ORK API that would cause this script to generate the following error:
"Assets\Scripts\ORKConstantsGenerator.cs(9,20): error CS0234: The type or namespace name 'Edi…
Shurijo said: If anyone wants the full class code, just let me know and I'll post its entirety to pastebin.
This would be a really useful addition to my game. How do I access the script on pastebin?
Thanks to both Keldryn and Shurijo!