Acissathar

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Acissathar
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  • For what its worth @kickat3000, most of the logic/flow is still the same. I've followed a few of the Gameplay bits tutorials to get up and running with ORK3 stuff, but there are some things that are slightly different in naming or location (schemati…
  • I'm saying that I think you need to call (through a node in a schematic or script) something that actively ends the battle before switching scenes. Those schematics run when the battle ends with the associated outcome, but at the moment you're not…
  • My assumption is that is what is causing the issue as a game over / battle end isn't issued and you have a battle running. There is a node for ending a battle you can call, which under the hood just calls: ORK.Battle.EndBattle(BattleOutcome outc…
  • Are you ending the battle first or just kicking back to title scene?
  • @ranwang520 My post above has 2 video tutorials linked, one by RustedGames for a new project, and another by hellwalker using another asset DLLSwitcher to try and keep references.
  • @ranwang520 You can use source in your project, just not really recommended. Massive disclaimer to A) Backup before attempting to switch and B) Remember that doing the swap (or not using a new project) will likely lose all of your existing referenc…
  • As soon as I hit submit I stumble on "[EditorInfo(allowSceneObjects = true)]" tag which solves the issue. Nevermind! Although it looks like due to inheritance and the Settings class, I might need to do source changes anyways.
  • Hi @gamingislove, Quick question on writing out an expanded custom UISelectionCursorComponent. What I would like to do is expand this component so that I can have multiple cursors that change based on if the given input is disabled or not. I have …
  • @gamingislove Would it be possible to add a toggle to the Status Effect Any HUD condition to include/exclude/exclusively only check for Hidden status effects? At the moment it looks like the options are to either check individiually for every non-h…
  • @omeegaa Its not super clean and needs to be manually handled, but you could make the "type" an Ability Variable and then check against that variable in the formula. I did this for a few things in a project (hit chance, elemental type, power) so th…
  • Since the rotation is also different, unless you want specific equipment viewers for each item or to make adjustments on every prefab, it might be less of a long term headache to open up the models in Blender and just standardize and apply the same …
  • @gamingislove Multi Turn UI list is working exactly was I wanting now, thank you very much :)
  • @Socrates422 Should be relatively soon! https://twitter.com/gamingislove/status/1762861197752250412
  • With both Before Open and Before Close checked. it's smoother but it looks like it still places the (previously) selecting combatant at the end of the list first before running the schematics: (The yellow border is just a HUD condition for In Tur…
  • Hi GiL, Is there a way to get the turn order (when using multi-turns and capped at a turn limit) to call into the Before Close schematics? This is my layout and HUD setup: What happens is that it looks like the Before Open is called as expecte…
  • The various .Find methods will return null if not found. For example, something we do to change the recipe icon color to red if the user can't create a given crafting recipe: var recipe = ORK.CraftingRecipes.Find(parsedRecipeName.text); …
  • For #1 you can use a Start Battle node in your Dialogue schematic to start a battle after playing a given dialogue. You'll need to pass in the combatants and/or battle component responsible, but that's the route I would recommend. Another route woul…
  • @lonewolf_cat You can check out this tutorial I did for Mecanim and ORK that's pretty quick and should get you up and running (assuming your animations and character are both Humanoid): https://forum.orkframework.com/discussion/8065/tutorial-quick-m…
  • I would recommend going through the 3D Playground RPG tutorial to get familiar with ORK, then you can try implementing and asking about various parts of what you're trying to accomplish.
  • Granted I'm not familiar with Playmaker, but one workaround if you want ORK to wait on a result is to use Global Variables. In your schematic, you can run a Check Variable node that checks for said variable, then if it fails, connects to a small wa…