If you're using damage dealers as traps (like in this gameplay tutorial) or just a game event (e.g. started by trigger enter), you can e.g. use a Call Function node to do this.
Depending on Opsive's functionality, you might need a wrapper function between that (i.e. a function that ORK can call, which calls Opsive's functionality with needed settings).
Post edited by gamingislove on
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Ok cool I believe I'll be able to do this because I'll be making my own Opsive wrappers. To use the call function game event, do I need to specify the class and namespace ? Also, if I want my player to enter a trap but have it affect an NPC then how to let the event know which game object to reference? I have the same health script for my player and enemies
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As long as the function uses parameters that are supported by ORK (e.g. int or float value for the damage) that shouldn't be a problem.
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Depending on Opsive's functionality, you might need a wrapper function between that (i.e. a function that ORK can call, which calls Opsive's functionality with needed settings).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!