just to see how much i can do out side of ork i have a few question i need to ask..
1. do you need to use orks menu system e.g. do we need to use orks menu sat all or can we just call functions from ork to use in custom menus ? ( basically i plan to make a whole menu system with the new ui and use playmaker to call ork functions ) so im wondering if this is possible.
1. i have my own ai script that i wrote an was wonder if i would be able to use it with ork with out needing to use your ai system.
2. i also use my own animation system as well. but i want to use ork for simple animations for event s and such.
3. if yes on 3 does that also go for spawning as well?
Moved to scripting section, since mostly script related :)
1) Nope, you don't need to use ORK's menu system (or HUDs) - you are free to create your own and just call ORK's functionality from there. ORK is pretty flexible in that regard. Most of the systems are optional, if you don't want to use it, just don't use it :) Of course, there are some things that can't be used alone, e.g. abilities without combatants wont work.
2) You can use your own AI system, but you'll probably need to add a call to it in ORK's code. Whenever a combatant is ordered by the battle system to choose an action, it'll call the Choose function in the CombatantActions class of the combatant. In the end, you need to add whatever action your AI will settle on using the Add function in the CombatantActions class, this will handle everything needed for the system (finishing choosing for the combatant, notifying the battle system, etc.).
3) Own animation system is no problem - ORK's built in auto move animation is only a small tool to handle that for you if needed and can be turned off. You can also use a custom animation system with ORK's animation types alongside legacy or mecanim to call your system when an animation type should be played.
4) Yep, you can also spawn stuff on your own - here's a how-to on creating and spawning a combatant from script.
Post edited by gamingislove on
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1) Nope, you don't need to use ORK's menu system (or HUDs) - you are free to create your own and just call ORK's functionality from there.
ORK is pretty flexible in that regard. Most of the systems are optional, if you don't want to use it, just don't use it :)
Of course, there are some things that can't be used alone, e.g. abilities without combatants wont work.
2) You can use your own AI system, but you'll probably need to add a call to it in ORK's code. Whenever a combatant is ordered by the battle system to choose an action, it'll call the Choose function in the CombatantActions class of the combatant.
In the end, you need to add whatever action your AI will settle on using the Add function in the CombatantActions class, this will handle everything needed for the system (finishing choosing for the combatant, notifying the battle system, etc.).
3) Own animation system is no problem - ORK's built in auto move animation is only a small tool to handle that for you if needed and can be turned off. You can also use a custom animation system with ORK's animation types alongside legacy or mecanim to call your system when an animation type should be played.
4) Yep, you can also spawn stuff on your own - here's a how-to on creating and spawning a combatant from script.
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