"One way to have this work for not known quests is using the Activate Schematic of the task to change the count based on e.g. a global variable. That way the count for the signal fires (if they increase a global variable) can be passed on to the que…
Hi - I could use a small feature added to the Random Battle Arena component. It seems that the Distance check are based on absolute world position. I need an option to make the checks based on localposition instead. The reason is my player is chi…
A new discovery:
The IDE JetBrains Rider has a feature which automatically decompiles DLLs and allows for viewing, searching, and debugging the source. So what this means is that if you use the Rider IDE you don't have to worry about compiling PDB…
Thanks for the quick reply. Your response helped me find the issue. I was triggering the menu by calling the Game Over node. This was unnecessary and was probably caused the issue. Instead I now call the menu inside the Death schematic and remov…
Hi -
In preparing to send you some files, I stripped this down to its simplest form and did a bunch of testing.
I found that what I'm trying to do works if I call the Autosave load schematic the first time the Update function of my AutosaveContr…
Hi - apologies for my late reply.
The gameobject is part of the scene and has the "Add Combatant" component.
Correct, the AutoLoad schematic is called in Awake at default execution order (if an autosave exists)... Autosave is not called before thi…
Hi - thanks for the reply.
I have my gameplay scene - this is the scene I run when I hit play and it's where I have the combatant spawned with "Add Combatant".
I have a gameobject in this scene called Autosave Controller which has my custom autosa…
Okay - actually what I need is for the machine gameobject to not change its place in the hierarchy at all for reasons I won't go into (basically I restore an overworld map without reloading the scene). I'll probably work around this by writing a sc…
Cool!
Another thought is you could check to see if the drop prefab already has an item collector on it and, if so, just use that one. That way the developer can setup the collector in anyway they see fit.
I was able to get it working helped by stepping through the code as documented here; http://forum.orkframework.com/discussion/7463/debugging-the-orkframework3-dll
So for some reason (haven't dug into this) it was not respecting the Default Item Act…