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…
I was able to get roughly what I wanted with the Battles -> BattleEnd -> Battle Gains Collection -> Drop Items setting. I wasn't able to figure out how to use the Item Box though. The missing piece for me is: How can I spawn a unique Item…
So I believe understand what was going on.
-Firstly, I was using "Store Scene" / "Load Scene (stored)" when loading into a battle scene and returning. This was doing the necessary state saving so the "Autosave" / "Continue" was redundant.
Having …
I see what you mean. Suggestion: have the references to these (and all) data references available via the API with a structure that mirrors as closely as possible organizational structure of the ORK/Makinom interface. This would make scripting wit…
This was helpful, thanks. For anyone that may happen upon this thread in the future here is some code that bridges two inventory systems. Inventory items from ORK are copied over at Start and then any subsequent changes are copied over as they hap…