pesukarhu

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pesukarhu
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  • gamingislove said: Hm, do you know which formula is causing that? Looks like it's caused by a Value node (first in the formula) that uses a variable stored in something from selected data - I'd need the details of the settings for the selected data …
  • Awesome, thank you for the update. :D I'm getting console errors though. I get this error when loading the scene: NullReferenceException: Object reference not set to an instance of an object ORKFramework.Formulas.FormulaSelectedDataOrigin.Get (ORK…
  • Really nice looking release notes! Thanks for all the hard work!
  • gamingislove said: @GeorgeS Thanks - someone else already reported that via email, will be fixed in the next update :) Is there possibly a workaround for this bug so I could continue with grid battles tutorial?
  • I'm having a bug where if I paste into a text field in ORK editor it pastes the text twice. Using the most recent ORK and 2019.3 release version.
  • gamingislove said: There'll be new options to turn off group/individual targets for control map keys, as well as prioritizing raycast targeting when using group/individual targets :) Awesome, thank you!
  • gamingislove said: 1) That's what the Layer Mask setting is there for - make sure to have your combatants and the ground/environment on different layers, so that you can target them separately. Ah, sorry, I explained it …
  • Wrofir said: You may want to mess with "Move into direction" instead. You can have one that launches the player up with a +Y / +Z input. And then after that move back down. Move into direction uses collision. I swear I tried…
  • gamingislove said: If the issue is that the end point of the jump isn't on the terrain, you could use a raycast to find the position on it and jump to that. How would I use a raycasted position as the destination of curve move? I did a Raycast to V…
  • Another question about move AI, is it possible to completely disable target lost interval? In my game I want specific boss enemies to just hunt the player constantly and not losing them.
  • gamingislove said: Will both be in the next update (reuse time text codes in menus and more operators in Change Equip Status Value node). Awesome! That will simplify my events by a lot. gamingislove said: Showing the reuse time like that will not …
  • @gamingislove Ahh my bad, I didn't realize the field description was only for Name and Short Name. Support for levels in descriptions would be great though!
  • Using % to display equipment level in armor description doesn't seem to work when viewing it with a tooltip. It always displays "1" even if the equipment levels up.
  • gamingislove said: Edit: Tested it - the issue is that you're setting the name to use the variable text code, when the name is used, that'll be replaced by a global variable, not an item variable of the item. I'll look into adding options to use th…
  • gamingislove said: Even better, you can use the Object type HUD (added in ORK 2.27.0) for that. Set up an Object HUD and add an Object HUD component on your item prefabs (or do that via scripting). Ahh, brilliant! That saves…
  • Naughty request spammer here don't mind me. Would be nice to be able to Multiply status values when using "Change Equip Status Value" node. Right now there is only Add, Sub and Set. Although it's possible to just multiply a variable and then use S…
  • I figured it out. :D My base attack animation had Block Move AI node, but I didn't realize that I have to set it to block the user or else it blocks all combatants.
  • Alright, sent! Hopefully you'll find something. And if not, eh, it's not the end of the world.
  • gamingislove said: I'd need a Unity test project with your setup to look into it. My project is quite large. Can I just send the ORK project?
  • I also have characters equipment showing in an additional part. I attached a screenshot of the menu. I circled the status values that use a combined value formula to calculate them (if that changes anything). So I have a "Character" menu with Equipm…