I managed to solve it using "Call Function".
One problem I have with ORK is that nearly everywhere it is not made clear what is the "input" and what is the "output".
For example I thought at first the "target object" is where I have to define th…
I've got an event, it is called when I press escape and apparently it does nothing.
I used "Status Value to Variable" and "Change Game Variable". But it looks like nothing is actually calculated and there doesn't seem to be a "Calculate" node anymo…
I had to activate "Use Combatant Speed" no idea why. The description also gives no clue that you have to activate it to get jumping and sprinting to work.
I have a Character Controller on my "PlayerCharacter Prefab". When I load the save file a "Button Player Controller (Script)" is added to the prefab clone object and in that script "Jump" and "Sprint" are activated but they don't work.
This is what the help you get when you hover of "Value Type" says:
"Select where the string value comes from:
- Value: A defined value.
- Game Variable: The value of a game variable string.
-....."
It doesn't say: "- Game Variable: This creates …
My UI is completely not working with Unity 4.6 and Ork 2.2.1:
NullReferenceException: Object reference not set to an instance of an object
ORKFramework.PrecalcHUDContent.CalculateContent (Single baseWidth, Boolean recalced)
ORKFramework.PrecalcHUDC…
Another Problem: When I start the game it loads the "Character Creation Scene" and all 6 game objects are there and 5 of them are children of the party leader. So everything's fine. But when I load the next scene after the "Character Creation Scene"…
Thanks, done that and added it to the player prefab and it works.
Also no move AI needed anymore. Just in case someone else also wonders why they are suddenly moving without pressing any buttons.
Solved! I had to use "Continue" as component and "ContinueGame" as function.
The only way I got a warning was when the component name was correct but the function call name was not. Wrong component name doesn't throw a warning which seems weird.
"MaxHealth" has to be ABOVE "Health" in the status list in the ORK Framework Editor and the code from above has to be used because "Health" does not update after the initialization at the start before I change the status values that are used to calc…
You have missed this information: "I've added a "Debug.Log" to "ContinueGame()" and it is not printed ergo the function is never called."
public void ContinueGame() {
Debug.Log ("Function ContinueGame Entered");
ORK.SaveGame.Load(indexLastS…
Yes, I use "Combined Value". "Status Development" is set to "None" except for "Experience".
EDIT: The "Status Development" set to "None" is the problem. Because it takes the initial value below then as the value of "MaxHealth" for the "Health" stat…
In the "ORK Framework Editor -> Menus -> Main Menu" under the "Custom Choice Settings -> Call Settings" I have set "Search Type" to "Name" and the "Search Name" to "ORK Game Starter", the component is set to "Continue (Script)" and the meth…
Well, Kirb, the API is probably the worst place to find anything.
For example: I create a new choice in the ORK editor main menu tab. Named it "Continue" and added a new script to the "ORK Game Starter" object. Created a function called "ContinueG…
"Sure, you can create a custom main menu and just hook up to ORK's functions if you like." How exactly would that go? What are the scripting names of those functions?
I am actually wondering why the inventory system does not work like the item system. You can add new item types and new items.
So why no "Add inventory" which then let's you choose which item types the inventory can contain and what combatant or N…