• edited February 2016
    @Griffin Yep, exactly!

    I can already do it, technically; but it would mean that each item I place would need to unique and thus kind of a big pain. This way I can much more easily create a set of prefabed item collectors that each do different things more easily. (e.g interacting with an item collector on the ground could play a 'picking up and holding up' animation, and then it would collect the item/run the collection dialogue etc.)
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • @Kirb
    Will be in the next update, you'll be able to start events before and after item collectors, set up in each item collector individually.
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  • Sorry for being a pain, but are multiple damage zones on a single combatant being in target menus (head, arms, body) still in the pipeline?
  • As mentioned in a separate thread, it would be great to have the possibility of variety in message output by allowing an array of several message templates which are chosen from randomly. Also, the ability to call a custom function for console/log messages as well for more sophisticated use cases.
  • Is there currently a way to allow NPCs to wander around on a moving object.
    ie Like a fishing boat or a transport ship?

    I plan to have a NPC that I can chat with that will start ship movement. The plan is to have a small crew wander around to be talked to, or be able to fish off the side of the boat.

    I plan on having the ship do a lap in the ocean over the course of a few minutes or stop at another port at the player request.

    I'm just not sure how navmesh (is that how you would set that up) works yet, I haven't tried a normal walking NPC yet so...
  • edited February 2016
    @paulgswanson -- Unity NavMesh is baked in and doesn't support runtime generation. The NavMesh isn't attached to the level geometry, so if you move the ship, the NavMesh that was on top of it will stay put.

    You'll need to look into an alternative pathfinding solution for this functionality.
    Post edited by Keldryn on
  • Thanks @Keldryn
    I suppose the alternative would have to be to duplicate the world scene and move the world around the ship. :/

    Thanks for letting me know! At least now I wont be stuck wondering if i was doing something wrong!
  • @paulgswanson,

    You could try just using the standard Character Controller to move forward the NPCs around. Make sure the deck is fairly clear if obstacles and move them along pre-defined waypoints. Have each NPC raycast out along his local Z-axis to check if anything has moved into his path (most likely the player) and then have him idle and wait until the path is clear.

    Or you could look at Apex Path, which might be able to handle what you want.
  • edited February 2016
    Something that would help me immensely would be an auto global event execution that only occurs upon loading a saved game/Continuing/auto-loading. (Or maybe as a Global Event Scene, and adding an extra toggle for 'Newly Loaded Save'

    Basically, upon loading a saved game I need to trigger a set of animations and variables; and it'd probably be a lot easier through a global event rather than my hacky player prefs system that keeps on bugging out and frustrating the heck out of me. :(
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • @Kirb
    You mean like the Scene global event type, using the Load Game scene change type? :D
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  • edited February 2016
    Oh my god, how did I miss the very thing I described in the very place I described it.

    You are some sort of wizard! Thanks. :D
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
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  • edited March 2016
    Something that would be an enormous boon to me, would be an extra ORK-Makinom node for spawning prefabs so I can take advantage of Makinom's pooling system from ORK.

    Since pretty much all of my prefab spawning needs to happen in ORK, my only alternative is to create a separate, unique Makinom schematic for every single instance I need to spawn a poolable prefab, and then run that from my ORK event instead of spawning a prefab there.(!)

    It'd be really nice if I could hook into Makinom's pooling system via a Makinom-SpawnPrefab node within ORK.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • It would be nice if it was possible to remove items from item collector list via a script.
    I see add item and the way to read item lists, but since real item list is private variable can't directly change it via script.

  • @gamingislove, would it be possible to get a button in the equipment viewer component which copies/saves the positional data of the item you are positioning to the item's equipment viewer offset settings in ORK? This would be a MASSIVE time saver. I know its only a small manual task but it's reapeated over and over, as I have heaps of equipment, and often there are manual errors. Its a feature I'm sure many people would love once it was in. Would like to hear your thoughts on how difficult/possible this would be. Thanks heaps for any consideration of this. Once again, having heaps of fun with ORK.
  • @GIL,

    Not sure if this is possible: any chance of adding the ability to use Formulas for status bonuses?
    Currently, you can only set a specific value or percentage. I'd like to use the rank of a passive ability to set the status value when you equip a piece of armor.

    If this isn't doable or would be too much to add, don't worry about it. :)
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