I'm also having some trouble with the Button component on a dialogue box prefab i'm using for my game. I have a box with four choices, as you can see here:
The player can click on each choice and they work, but when I try to scroll through the ch…
A couple follow-up questions:
(1) Right now of course, the day is just displayed as a number. If I were to get it to display as a day of the week, such as 1 = Monday, etc., how would I go about that?
[Edit]: Now that I'm thinking about this more, …
You're right! That worked.
I tried a HUD Text Content component before but I think I was using a different Content Provider component for the HUD at that time. This is working well now!
Thank you!
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Thanks as always for the response, GIL!
Here's what I'm working with now. Nothing at all is displayed with this set up. If I just replace it with dummy text, that text will show up on the screen, so I know the HUD is work…
Thank you! The object turn settings were making the player disappear, and that's been fixed. However, it's still not collecting the item.
If I remove the item collector and use an interaction machine instead, that works just fine. There is an ORK …
Awesome! I figured a number of things would have to be redone. But the new UI revamp is one of the main reasons I want to upgrade my ORK 2 project, lol.
Thanks for all your hard work on this!
Woo! I started putting together a new Unity project in anticipation of this release. Excited to check it out!
Any chance ORK 2 projects will be upgradable to ORK 3 at a later date? I thought I remembered reading somewhere on the site that there may…
Good call! There was a component on my camera causing it (Playable Director component). I copied this camera from the scene instead of making one.
Thanks!
Ohhhhh! Thank you! This led me to the solution.
I had my level setup set to None, since Auto, Spend and Uses didn't seem to apply to my system and I wanted to handle it through an event. I did not know level points applied here since I wanted an ev…
Strange. The ability I've been testing this on is not a group ability, nor is it learnable by more than one combatant.
To test it out, I made it a Turn End event with only two nodes. Right now my event is only triggered by the player at the end of …
Good info!
I think I found a solution. I'm running a Pokemon-style game. Because the interaction controller was being automatically added with ORK, it was also adding it to the player's combatants when the battle started (because the player is hid…
Oh, yeah, that makes a lot of sense! Thank you. It's likely the latter. I remember earlier in development my player model's scale was changing in the same way after returning to the scene from a Battle Event. I fixed that by putting a Scale Constrai…
A node would be a lifesaver!
I thought about removing and adding temporary abilities -- but I'm not sure how I could get the event system to identify which abilities a combatant started with and then replace them with identical temporary abilities…
1) Sounds perfect -- thank you!
2) Looks like the Change Member option in the Use Battle Action node needs a member index and can't use selected data or something similar instead, unless I'm mistaken. I'm having trouble getting it to switch in a me…
Well, now I'm really scratching my head.
The Spawn Player node does spawn the player, using Spawn Member option and Member Index 0. But it does not remove the the other combatant model. If I let the event end this way, the player is set to the com…
Sorry, posting another question here that's somewhat related... at least to my 2v2 pokemon-style combat system woes.
2) Are is there a node or setting that interacts with "Group Leader" status of a combatant?
When a combatant is killed, I have i…