MMalone

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MMalone
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  • Targeting. I'm going to start working on waypoints. one aspect of the feature is targeting. the origin of the targeting is the last (or selected) waypoint and not the combatant. It looks like I can't use ORK's editor to set things up (what I exp…
  • CheckStatusNode.Execute bug. I have the following set in the editor: Combatant.Object: Player Combatant Scope: Group Store Combatants: true Data Key: activeCombatant Data Origin: Local Change Type: Set Condition Type: Status Status Needed: Turn Sta…
  • IMoveToInteraction.MoveToInteractionStartet. should this be MoveToInteractionStarted? if this is a bug and since it's part of the public API, changing it may be an issue (only usage is in MoveToInteractionComponent but user code could be affected)…
  • That was it! Thank you, MMalone
  • null ref exception when "Over Origin Shortcut" is true. Use the 3D RPG Playground tutorial. "UI\Cursor Settings\Target Selection Cursors (Valid)\Over Origin Shortcut". set to true and one of (I used "Target Enemy Cursor") the cursors is used. go i…
  • I'm afraid I need more help on some of the basics. I've been doing a lot of debugging and experimenting but so far, I can't even get an ability to run (from code in this case). assuming I can get the desired ability to my combat system and add it …
  • I did. here is a screen show of the "StartTaggedMachine" node: https://bl6pap004files.storage.live.com/y4msE9T0x25Rfp44a-UmpgKJTFmiaxMLqMzMaYIfG08_60AhpT4zdAsy-wUohfpJBlKdRYevwngvlRlkHrizNuzMmubF4VOiiDhT1hriZCvW76uBzpYB84o2pLdpAe05zlMiKNjmvHLbPj4m…
  • I'm still having the problem of only the last ability used is run at end of round. When it's the player's turn the battle menu is hidden (and stays hidden until the next combatants turn). just for testing the battle menu is still used by others in…
  • It looks like "byteData" is no longer used and instead "xmlData". Great for version control diffs but in this post: https://forum.orkframework.com/discussion/7063/text-based-serizlization/p1 it was stated that using xml was a performance problem. …
  • I think I see the problem. "Combatants\Combatant\Warrior\Turn Start Schematics" are for groups, not individuals. Is there a similar property for individual combatants? ORK: 3.5.0 Unity: 2021.3.8f1 turn based (classic, dynamic) Thank you, MMalone
  • * "Check Action Bar" ( > 0 ) is always true. actions per turn never gets to 0. default ability cost is 1. "Calculate Action" node doesn't help. the description for the node says it won't work unless schematic was called from a battle action. …
  • CRPG combat (which is turn based) similar to games like Baldur's Gate, Divinity: Original Sin 2, Wasteland, Solasta, etc. Having a CRPG tutorial would fill a significant gap as CRPGs are very popular. I'm working on a CRPG and so far, the going is …
  • I made a little progress... * I removed the "casting" animation by removing it from "Combatants\General Settings\Default Battle Animations\Ability Start Animation". Looks like the tutorial settings got in the way. Questions: * How to "own" defau…
  • More info... * The schematic that does the work is called "SetWaypointsMachine". * Disable "Use Ability" node - I was experimenting with it. "Use Battle Action" will be used. issue still happens. * Change "Actions Per Turn" back to 1. ORK: 3.5.…
  • The combatant is not AI controlled. Using "next action" via "Use Battle Action" doesn't work, I've already tried it. Here is a link to my project (I'm using URP so the colors are all messed up): Edit by gamingislove: Please don't post downloads to …
  • Yes, the raycast is succeeding. The battle action is being run because my "move" ability is used. I was doing more investigating last night and made a little more progress. I made the following changes which I think disabled the default battle ai…
  • Situation is even worse. If I change "Actions Per Turn" to something greater than 1, after the first "Use Battle Action" the battle menu goes away leaving the player stuck in limbo. ORK: 3.5.0 Unity: 2021.3.7f1 turn based (classic, dynamic) Than…
  • "Next Action" didn't work - the combatant didn't do anything. Here are some pics of the schematic and the "Use Battle Action" node (still prototyping): Would a tick machine work better? Would the schematic need to check who's turn it is or …
  • I got things working somewhat. I copied an existing ability and played around with "Use Battle Action" node settings. The current issue I'm running into is that the default AI (I think?) is still run. i.e. my move command runs but so does "Attack…