edited September 2015 in ORK Support
Hi Fellows,

Much help needed XD
So here's the deal, I'm very new to ORK, and I'm trying to get a hold of it by playing with the tutorial scene.

As you can see from picture below, I tried to add the player by copying the BrownPant with new prefab, which I tried and running correctly in another Unity scene. Btw ignore those 10 console errors. The game run smoothly even with them showing.
http://postimg.org/image/ovet994q5/

Here's what I saved.
http://postimg.org/image/amaldg0tp/

And here's the player Prefab setting, which I made accordingly to BrownPant's prefab.
http://postimg.org/image/x75ywrcq5/

And here the startEvent, only changing the Combatant option.
http://postimg.org/image/it76irga5/

When the game started, it's Ok, up until when I pressed New Game. Music good, other elements good. Just not spawning player. Now the error counted to 11 instead of 10. As you can see, startEvent's Join Active Group can't find combatant because...
http://postimg.org/image/h84jjp3or/

Combatant #5 disappeared for I don't know why...
http://postimg.org/image/b99i2yxpp/

Need much help here. Been tinkered with it for whole days XD

Cheers.
One Man.
Post edited by Oneman on
  • did you set your start event in the main menu settings?
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  • I really don't know why the combatant disappears from ORK... But, first of all, did you set the start event properly even about the scene changing?
    If yes, i suppose you could try using a Set Player = Cat step in your event before actually joining the active group and spawning it.
    And i always thought it is better to close the Framework when you are playing the game. ^^
  • Wtyson, You mean Ork Framework>Event>startEvent? Yes I have as per 4th image shown

    Kaemalux, I know this sounds bad, but can you describe further for the scene changing? Due to the player changing issue I cannot develop further hence know nothing about your suggestion.

    And yes, I tried the SetPlayer before Joining Active Group. It replaced the player with BrownPant.

    I do tried it in another solution, changing the default combatant's prefab AKA 0:BrownPant to cat's prefab, instead of making a new combatant. Result, It shows the default prefab instead of cat. I don't think it's custom Prefab problem, since I tried it with EvilSupporter's prefab too, it still showing the BrownPant.

    Now the awkward part. I'm in IGMC too, and I played PatMM! Where's Nina, wouldn't she by the river XD I always thought your music is good, now I touching Ork, everything sounds familiar to me XD



  • edited September 2015
    Is your Cat tagged Player? I don't think so from the pics.

    Also any reason why you don't have it in the Default layer? It seems to be in the Transparent FX layer. Try setting its layer to Default and tagging it Player and try again.

    Nice kitty, soft kitty!! Somewhere in this forum I helped someone substitute a prefab for Brown Pants. Will try to see if I can find it.

    I always set my start event in the main menu as you did-I think your problems are as above.

    Post edited by Catacomber on
  • Hi Catacomber,

    I kept them in TransparentFX and untagged because the default Brownpant prefab was in the same setting.

    So I've changed them into Default and tagged Player. Still in the same condition. Player replaced by BrownPant.

    And yes, I did follow the tutorial, up until part3 Player spawning, where I'm stucking at XD

    Cheers mate.
  • edited September 2015
    Look below-- you're spawning a combatant I think and not the player.
    Post edited by Catacomber on
  • edited September 2015
    In Combatant Groups--who is your Combatant 0?
    Post edited by Catacomber on
  • edited September 2015
    Try making your Cat Combatant 0 and move Brown Pants down.
    Post edited by Catacomber on
  • edited September 2015
    In your Start Event-- the event that spawns the player--try adding the Player as an actor--and then use the spawn node to spawn the player ---not a combatant as you're doing now. Right now you're spawning a Combatant (Combatant Cat) not the Player.

    Add the Player as an actor and then for the spawn step--choose Player instead of Combatant.
    Post edited by Catacomber on
  • Are you working on the correct ORKProject file, or using the correct file in the game starter?
    Also, after adding the combatant, did you actually save it? It's only saved after clicking on the save button after the message that appears :)
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  • edited September 2015
    @Oneman no i meant orkframework > menus > main menu

    you have to make sure the event is int he start event section of the mainmenu other wise your character will never spawn
    Post edited by wtyson on
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  • Catacomber, here is some setup according to your suggestion, in event setting you can't see the prefab down there but I set it to cat already, and all other nodes directed to actor instead of combatant. To no avail.

    http://postimg.org/image/4dadju0td

    http://postimg.org/image/sfr7ephgh

    GiL, yes that's what I thinking of right now. I will redownload/reinstall the ORK 2.5.5 and see if it's good to go this time.

  • check this section


    image
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Did you actually go through the game tutorials?
    It's explained how to do this, especially in the 3rd tutorial.

    Your Join Active Group step is wrong - you're using a player actor to join a combatant to the group, but the player isn't yet set or spawned. You need to disable using an actor there and select the combatant you want as your player.
    Also, the prefab spawned for the player isn't added to the event, spawning the player uses the prefab of the player's combatant.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • edited September 2015
    Thanks GiL and wtyson, and everyone tried to solve the issue! I actually get past this by reinstall ORK. I think the issue was laid in my ORKproject setting, like GiL said.

    Here is something I made for my future project, with a boxy cat and lowpoly asset. If possible, can you guys let me know how to avoid the camera colliding issue, like what happened to my camera and the roof in the vid below (0:09)?

    Post edited by Oneman on
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