LordHogFred

About

Username
LordHogFred
Joined
Visits
103
Last Active
Roles
Member

Comments

  • So almost treat loaded ammo as mana? Yeah that could work, I'll take a look :)
  • This sounds exactly what I'm looking for :P I assumed Phase Battles were basically timed versions of Turn Based. I'll have a look at the Phase Based stuff tonight. Thanks GiL :)
  • So I've been having some issues with combatants in Real Time moving towards a position and then circling around their target. I've taken a look in the source and I think that there are some problems with the stopTime and stopDistance. The combatant…
  • Thanks for fixing this in 2.0.8 :)
  • Awesome, the advanced cast times look like they'll be really handy :)
  • Hey GiL, Would it be possible to have support for some sort of merging? If not is it possible to set an ORK project up so it can safely be worked on by multiple people? I've just started working on a project with another person and the lack of team…
  • As far as I can see there are no reuse on the abilities. The only wait I can see is on the battle event, all it does is play the attack animation and has the "wait between" and "wait" set on it. I seem to be able to spam my attacks before I actually…
  • Awesome, thanks GiL. Is it possible to ignore the Max Distance value? I tried setting it to 0 and it just made battles happen every step I took :P
  • For simple animation and movement stuff like opening doors I use iTween. Have a look on the asset store (it's free) it's super handy for stuff like this. You can then attach your iTween sliding behaviour to your door and then in the ORK interact eve…
  • Got to love the inconsistencies of casting :P. It's not that much of a problem now I know to expect it to be honest, just thought I would make the suggestion :).
  • Casting it from the variable gives the correct value but if I do something like: int randomSeed = Random.Range(0, int.MaxValue); ORK.Game.Variables.Set("Seed", (float)randomSeed); int orkSeed = (int)ORK.Game.Variables.GetFloat("Seed"); Debug.Log(…
  • Hey GiL, Would it be possible to add Int type variables to the standard game variables? I've had a couple of issues with my random seeds casting to/from floats that have caused the saved value to be different when read. I was going to add them myse…
  • So I'm just coming back to this and I'd like to use the approach you suggested. I'm having some problems getting my head around how to track the variables properly. I've got a single scene that is used to generate the dungeon, when the player goes d…
  • True, I can regenerate the dungeon using the same seed. The only problem I can think of is that doors or chests, etc that had been opened or changed would be regenerated as well. I'm currently thinking of loading the dungeon into it's own game objec…
  • Ah ha, I didn't see them there. Thanks :). To get around not wanting to use reflection I've tweaked my source slightly. My BaseEvent class now checks to see if it's parent GameObject has a C# event component on it. If it does it fires the event. In…
  • So I think I've found a couple of issues with Save Scene/Load Scene events. Firstly, gameobjects that have been set to DontDestroyOnLoad are saved and then added again when the scene is reloaded. I'm not sure if this is intended or not? Secondly, I'…
  • Just so it's here, could we get a tutorial on how to use the Load Scene in a Start Battle Event to set up specific arenas for battles please :). Cheers
  • So I was thinking, it would be really cool to be able to specify a "battle arena" so perhaps a scene or a prefab room that the various combatants would be moved to when battle started. I'm pretty sure I can do this with battle start events by moving…
  • OK I've half fixed the problem. The issue was the player was being defeated instantly during a fight so I was being thrown back into wander mode. However, if I try to block player control through events it still doesn't seem to deactivate the compon…
  • Hi Kirb, The issue I'm having is that my movement components are never disabled. They get added fine but anything that should block movement is leaving them active. I could handle the disabling myself in script but I would rather ORK managed it as i…