Search the settings of the various ORK framework sections for "custom layout" "own layout" "own GUI" "own buttons" etc.
Most elements that utilize UI parts have an option to override the defaults.
omg... do I have advice for new game devs?
I could write a book the size of the Silmarillion.
1) Start small.
The huge, detailed worlds that most people dream up would cost millions to make.
Make the smallest, simplest game you can first.
2) Don'…
Nah it's not impossible.
I just haven't found the time to work on it.
From my early tests, I've concluded that altering ORK base classes isn't the way to go.
It's better to allow ORK to initialize the player character and then have a modified UNet …
In particular I can't seem to access the member functions for the SelectedDataHandler.
I can get the member functions of the SelectedDataHelper, but they give me entire lists when I'm looking for the single instance.
So my initial tests are pretty promising.
@gamingislove is it alright if I just post download links to the test clients here in the thread?
I'm going to use the ORK tutorial project and just integrate the functionality with multiplayer support in o…
Well it's perfectly possible to do it now with some simple scripting.
I've done it myself on a small scale.
If you guys are serious, you should start with exactly what sort of functionality you want.
It would also be vital to decide which you want …
If you right click on the grid in the Event editor you should see: UI -> Menu
Then you have 4 options: Open/Close Menus or Shops.
So if you've opened the store as part of an Event, you just need an Open Menu node at the end.
If by "custom UI" …
Thanks for responding.
But how do I read data from the deeper nodes?
I can get values from the root-level nodes but not any further than that.
So for example this works and returns True:
weaponDataObject = ORK.Weapons.data[0].GetData();
verificatio…
Alright got the next step.
This code:
weaponDataObject = ORK.Weapons.data[0].GetData();
verificationBool = weaponDataObject.Contains("sympathyChange");
returns True, meaning I'm confirming the presence of a float value at the Root node of the Sh…
Getting closer to a solution.
With this code I was able to extract values from the XML data that isn't part of any specific data class:
dataReceptacle = ORK.Weapons.data[0].GetData().GetDataFile("Root", false);
if (dataReceptacle != null)
{
…
Okay so I actually read through the source code itself and found the "BonusDisplay.cs" and "BonusSettings.cs" classes.
They both inherit from the BaseData class.
I think I'm pretty close to a solution.
But even if there is _no_ way to access the da…
Okay so I dug around a bit but I'm having a hard time finding the exact location and means of access for the BonusSettings on a weapon.
If we can find out how to pull up the array or dictionary that has the properties we need, we can make a simple s…