Great news! So, if I understand the current situation, even if the first cube is not a combatant, because the item is not consumed in the event, it continues its search from the root of the first cube and then, it finds the combatant and gives him t…
Also, is there a way to prevent the player from accidentally dropping items to enemy combatants (combatants not in active player group)? Because it seems that I could break the game by giving specific items. I want to be able to drag and drop items …
You're right... I was wrong with my repro steps. To repro the problem, you need to:
1) Create an empty Game Object.
2) Create a cube, parent it under the empty Game Object.
3) Add an Event Interaction component with drop on the cube and specify an i…
Well, as I wrote, I was trying to compare 2 local strings. So, Check Value wouldn't work in my case I think...
Why is Check Game Variables node locked to global variables?
So, I found the issue. If I create a cube with a collider and an interaction drop event at the root of my scene, everything is fine and if I drop anything other than the item specified in the event, it returns in the inventory as it should.
But... …
Concerning the issue with items refresh, it works when I force-refresh the menu each time I change the variable. So, that's great!
However, the issue with giving items to doors and such is still there... I also realized that if I drop an object on …
No, the interactions I was able to give items to were not combatant. I was able to give an item to a door! :)
As long as an object has an event interaction component, I can drop items on it and the items disappears from the inventory.
As for the i…
Oh! That's great! However, don't you think it could be simpler (for the user ;)) if we could just have an option to disable the click interactions and only use the "Interact key"? Just my humble opinion though...
Well, I added a condition to all my interactable objects and it works quite well. I just test if a global var IsMoving is false, so it doesn't start the event if the player is moving. In my c# code, I also test to make sure the cursor is not over an…
When I do what you suggest, mouse button down effectively starts an interaction, but the problem is that mouse button up also keep starting interactions. I need a way to prevent mouse button up from triggering interactions.
Let me explain the conte…
Thanks!
I also saw that, while the bug with the null ref on Combatant Spawners when we stop the game with the ORK editor opened is solved, we still have the same problem when we have Add Combatant components.
Do you think it's related?
2019.4.1f1 and ORK 2.30.1. However, I have this error since many months and I was on a different Unity version then.
The error doesn't happen every time I run the game and stop though... And it only happen when I stop the game, so it's not very inc…
Ok, so I managed to solve my problem using the auto-join feature of the battle component. This way, my combatants are joined to the battle as soon as they're spawned and I don't have to use JoinOnStart anymore!
I just updated to 2.30 and I have a new error from Dialogue System plugin's Dialogue System ORKBridge.cs:
Assets\Pixel Crushers\Dialogue System\Third Party Support\ORK Framework Support\Scripts\DialogueSystemOrkBridge.cs(263,42): error CS7036: There…