Acissathar

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Acissathar
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  • I'm not sure if this is the "best" way, but what I would do is make 5 (or however many you want) 'equipment' slots for your abilities. Then, have specific equipment items, that can only go in these equpiment slots, that grant said abilities. That …
  • Rather than just editing and changing to fixed, I would recommend writing down what your solution was that you found to the issue. Never know when someone else might run into it down the line, and then your post would help them out :)
    in *FIXED* Comment by Acissathar January 11
  • @BapSlambino For your second issue, if I remember correctly this just needs to be setup in the UI Box prefab that those buttons will exist under:
  • Thanks both of you :) @Scyra Glad to see someone’s actually done it haha, exactly what I was thinking of too, I’ll check that out. @gamingislove Appreciate it, sounds like everything will work as desired. Enjoy your break too!
  • Interaction change is working great, thanks again for the quick fix! The new Preload Grid Highlights node looks interesting too for frontloading those prefabs, will have to play with that too.
  • Enjoy the holiday break! :)
  • Awesome, I appreciate it :)
  • @gamingislove The gameobject, however, it's a child gameobject of the combatant. Just has the interaction controller and a box collider trigger on it: And the part of the schematic just for reference:
  • @gamingislove I know this is largely a result of how I have things setup and I'm not sure if there is actually a bug or not, but would it be possible to clear out interaction huds (or provide an option / schematic node) when the interaction controll…
  • @thomas123 There are a few ways you can go about it. One way is to just create a substate machine in mecanim for all of your weapon specific animations, and create a new animation parameter (weapontype as an int for example) and have your equipment …
  • @gamingislove Ahhh okay interesting, that makes sense. I'll just hold off on my custom music player for now then, thanks for looking into it!
  • @gamingislove Not entirely sure if this is a bug or the way Makinom does things, but it looks like changing music causes it to play out of 2 audio sources: Just a single music player, and same thing can happen with just a Change Music node (which…
  • GiL might know a better way, but something I can think of is a hidden status value, something like bonus accuracy and then in the miss schematic / attack schematic and a miss was calculated, add +1 (or whatever) to this status value and reset when t…
  • That is odd, maybe it just needs a small wait inbetween (like 0.1 sec) to initialize the transition? You also might be able to get some pointers for Cinemachine stuff on the official Unity forum. They have a subforum for Cinemachine and the main dev…
  • Activate object toggles the active status of an object (or you can use Enable Component if you just want to turn off the camera component) and then assuming you set up the actors like my earlier post you can just choose that Actor as the object for …
  • @gamingislove That's what I was starting to figure, but no worries definitely don't think a few letters is worth that much effort when the tooltip hover will suffice haha I think since one of the overrides takes a GUIContent you might be able to do…
  • Correct, and then vice versa for exit and Cinemachine should handle the transitions for you. One way to do it is to add it as an Actor, and enter in the name as a child of the machine object to ensure you get the right one: Then if you use the s…
  • If you're using Cinemachine as you mentioned, it should be pretty easy to work with if you've already got that hooked up into ORK. You can use a Trigger Machine that calls a schematic upon Enter disables (Camera Block will disable Cinemachine Brain…
  • Not sure if it's the cleanest, but if you're just using it in formulas, one way would be using a Status Fork node and setting the Equipment Item Type as the conditions and then adding/multiplying by whatever constant you want in the formula:
  • As long as the scripts extend from the base Unity UI class (like Button) and/or you just use the sprite assets, it should work fine. I have my own button class that I use for additional functionality (different sprites when selected *and* disabled f…