Klep

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Klep
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  • Another option would be to have a scripted event used in the character animation itself. https://unity3d.com/learn/tutorials/topics/animation/animation-curves-and-events?playlist=17099 That way the issue of references becomes much simpler. Simply …
  • Create the canvas text using the Create menu. If you're using ORK's menu system alongside your own separate canvas prefab, you might get 2 Event Systems (the one you already had plus the one ORK creates) Should you get that error, just delete your E…
  • You might not even need to use Selected Data for this. If you just want a trail renderer to be visible only during a swing, you could just use an Enable Component step. The Component Name just needs to be the particle effect component on the weap…
  • Oh right, that's because it's hidden by default. If you select a menu from Menus>Menu Screens, you'll see a checkbox in Base Settings labeled Use Call Key. When you check that box, a Requirements option appears. There's lots of hidden properties/…
  • By "shortcut" do you mean a call/dismiss hotkey? Or a shortcut slot? If you mean a shortcut slot, then just set that shortcut slot to be an Ability. Then set that Ability to trigger an Event, then have the event call the menu. Let me know if I've …
  • Assuming I've understood how this works, it would mean that the "Single change" argument is missing. (Since the other 4 arguments were already successfully used in the previous GetChange function) But what does that mean in practice?
  • Well you can set up some Requirements to only display a battle menu when the players have that status. Shortcuts aren't designed to work that way.
  • @pruggi Keep in mind that each numbered version of Unity has several patched versions. https://unity3d.com/unity/qa/patch-releases I'd recommend scanning the Fixes section of Patch 2017.1.2p4 and see if they addressed this.
  • Often with first person controller setups, they treat horizontal turning as character movement and vertical turning as camera movement. Check the controller object and its children to see if they use more than 1 script for combined character and cam…
  • Could you post your End Battle Event(s)?
  • I've made a game that used the XBOX 360 Controller for PC Easy as pie and works really smoothly. Just search the net for the right axes in Unity for that controller. Then set them up in Unity's Input Manager as "alternative positive" and "alternativ…
  • Okay. What you could do is use an empty game object to mark your camera's location at the beginning of the event. Just instantiate the object to where your camera is when battle starts. Then let the camera fade to the position needed by the battle.…
  • I see. Could you describe exactly what you're trying to make? There a step that might help you: Value > Variable > Transform to Variable You need to use it twice when saving, reading or adjusting. Once for the position, once for the rotation.…
  • You can't add any items to the ORK Framework Editor using Events. You'll want to add them manually. Try reading this and following the steps: http://orkframework.com/tutorial/howto/camera-positions/#creating_with_the_scene_wizard Basically you use…
  • Lots of ways you could do it. I'd recommend taking the Fireball prefab from the tutorial assets and change the color to suit your needs. Then use Add > Game Object > Prefab > Spawn Prefab in the appropriate event to spawn it on the characte…
  • Hmmm.... So has anyone had this issue before? I'll have the grid selected and click on the "paint" button but no changes happen to the cursor. When I try to left-click and drag to paint, it still behaves in Unity's default selection mode despite the…
  • Okay it seems like checking the Force box in the event node makes it work.
  • I even tried writing a script to take away the buffs directly and it wouldn't work. The following script, when the function is called, prints both log messages successfully but doesn't remove the status effect. using UnityEngine; using System.Collec…