There is a bug with equipment hiding. If you save your game and load it again the equipment overlap will be ignored. Re-equipping it makes it work again. Thanks.
Running a pretty fresh ORK+Makinom install from scratch; but running into this error whenever I try to spawn my Player combatant via Game Starter and the initial start event (join active group, etc).
The combatant is running pretty much entirely default stuff, so I have no idea why it's erroring out.
Newest Makinom + ORK, Unity v2017.1.2p2
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May or may not be related, but creating a Sub-attribute under Defense attributes and then trying to delete them will result in the sub-attribute not being deleted, and this error appearing:
ArgumentOutOfRangeException: Index is less than 0 or more than or equal to the list count. Parameter name: index 0 System.Collections.ArrayList.ThrowNewArgumentOutOfRangeException (System.String name, System.Object actual, System.String message) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections/ArrayList.cs:3261) System.Collections.ArrayList.get_Item (Int32 index) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections/ArrayList.cs:2652) ORKFramework.DataHelper.DataRemoved[IBaseData] (IBaseData instance, ORKDataType type, Int32 index, Int32 index2) ORKFramework.DataHelper.DataRemoved[BaseSettings] (ORKFramework.BaseSettings instance, ORKDataType type, Int32 index, Int32 index2) ORKFramework.BaseSettings.DataRemoved (ORKDataType type, Int32 index, Int32 index2) ORKFramework.DataHelper.Removed (ORKDataType type, Int32 index, Int32 index2) ORKFramework.Editor.DefenceAttributesTab.AutomationRemoveCallback (Int32 arrayIndex, System.String info) ORKFramework.Editor.EditorAutomation.Value (System.Object& value, System.Reflection.FieldInfo fieldInfo, System.Type type, ORKFramework.AttributeHelper attributes, System.String[] text, IBaseData instance, ORKFramework.Editor.BaseEditor baseEditor) ORKFramework.Editor.EditorAutomation.Field (System.Reflection.FieldInfo fieldInfo, ORKFramework.AttributeHelper attributes, IBaseData instance, ORKFramework.Editor.BaseEditor baseEditor) ORKFramework.Editor.EditorAutomation.Automate (System.Reflection.FieldInfo fieldInfo, IBaseData instance, ORKFramework.Editor.BaseEditor baseEditor, Boolean ignoreHide, ORKFramework.AttributeHelper attributes) ORKFramework.Editor.EditorAutomation.Automate (IBaseData instance, ORKFramework.Editor.BaseEditor baseEditor) ORKFramework.Editor.DefenceAttributesTab.ShowSettings () ORKFramework.Editor.DefenceAttributesTab.ShowTab () ORKFramework.Editor.ORKEditorSection.ShowTab () ORKFramework.Editor.ORKEditorWindow.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:272) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:265) UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:232)
I'm assuming this what may be causing my initial error? D:
Something very funky happened with the index (1) slot for Defense Attribute, I'm not sure how. But I created a bunch of new entries, and then moved the troublesome entry downward until I was able to delete it entirely, which seems to have fixed the error. Odd!
Edit: Couldn't really recreate those issues - set up a blank new project and just used a start event to spawn a capsule player (combatant) and worked fine. Removing defence sub-attributes didn't cause any issues either ...
Post edited by gamingislove on
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Weird, it must have been a pretty specific reproduction in the order I created the sub-attributes.
But anyway, here's another weird little thing I ran into:
Sometimes in the event editor, the node colors get kind of washed out, really hard to read. Rebooting unity entirely seems to fix it, but it's happened a few times. Not sure if it's on Unity's end or yours, though.
That's most likely coming from another asset in your project that's changing the editor GUI skin and not setting it back.
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I don't know if this has been mentioned already but when you attempt to write a name for any menu item, the field becomes de-selected if any key is pressed. This is happening on the latest version of Ork and Unity.
Damn ... they still have it marked as fixed in review, whatever that means ...
Post edited by gamingislove on
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I'm not sure if this is a bug, my setup is wrong or ORK lacks this feature.
I made a prototype like this, and when I played the Grid battle and tried to get to upper section (Where the arrows point) my character tried to go with blue route and got stuck. That is grid path-finding didn't anticipate that because grid was up on Y axis, it could not be reached. Is this feature even supported now? breaking up grid with height? (The intended behavior would be the green line)
There is a bug with the Grid Painter. Sometimes it will not turn off the "Paint mode" when you release left mouse button and dragging mouse around creates a mess of unintended grid changes. This often seems to happen when you use middle mouse button to pan the scene view around.
"There is a bug with equipment hiding. If you save your game and load it again the equipment hiding will be ignored. Re-equipping it makes it work again. Thanks."
Hi Gil, was just checking if this was looked at or confirmed. Thanks again.
@hellwalker ORK currently lacks that feature. I wasn't able to recreate the grid paint mode bug - code-wise, painting is only done when the mouse button is pressed and the mouse dragged, so it shouldn't be possible to paint without the button held down ...
@rpgee Can you give me more details on your setup? The only way to hide equipment is to hide an equipment part, and that should be working fine.
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Newest Makinom + ORK, Unity v2017.1.2p2
=============================
May or may not be related, but creating a Sub-attribute under Defense attributes and then trying to delete them will result in the sub-attribute not being deleted, and this error appearing: I'm assuming this what may be causing my initial error? D:
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Something very funky happened with the index (1) slot for Defense Attribute, I'm not sure how. But I created a bunch of new entries, and then moved the troublesome entry downward until I was able to delete it entirely, which seems to have fixed the error. Odd!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Edit: Couldn't really recreate those issues - set up a blank new project and just used a start event to spawn a capsule player (combatant) and worked fine.
Removing defence sub-attributes didn't cause any issues either ...
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
But anyway, here's another weird little thing I ran into:
Sometimes in the event editor, the node colors get kind of washed out, really hard to read. Rebooting unity entirely seems to fix it, but it's happened a few times. Not sure if it's on Unity's end or yours, though.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
@Dre788 It's a unity bug; gotta revert back to 2017.1.2p2, I believe it's getting fixed in 2017.3
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I made a prototype like this, and when I played the Grid battle and tried to get to upper section (Where the arrows point) my character tried to go with blue route and got stuck. That is grid path-finding didn't anticipate that because grid was up on Y axis, it could not be reached.
Is this feature even supported now? breaking up grid with height?
(The intended behavior would be the green line)
This often seems to happen when you use middle mouse button to pan the scene view around.
Hi Gil, was just checking if this was looked at or confirmed. Thanks again.
ORK currently lacks that feature.
I wasn't able to recreate the grid paint mode bug - code-wise, painting is only done when the mouse button is pressed and the mouse dragged, so it shouldn't be possible to paint without the button held down ...
@rpgee
Can you give me more details on your setup?
The only way to hide equipment is to hide an equipment part, and that should be working fine.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!