I am starting a schematic that blocks both player and camera input while also showing a dialog box. I do not move the camera in any way. The schematic is set to unblock the player and camera input once it exits.
So you are basically saying that th…
Thanks, the methods you shared seems to work for abilities. But I would also like to focus the camera on a combatant when they are moving as well (in battle).
So few more things for clarification.
1. You don't necessarily need a navigation marker component to set up a marker. This means you can either use the navigation marker component to manually place a marker in the scene. Or you can do it via scrip…
gamingislove said: Easiest way to find out what's going on is if you could send me a Unity test project with your setup where this happens.
Hi I've sent you a test project with a similar issue. I really can't give you my actual project for work-rela…
So how easy/hard is it to write my own Stats Distribution menu screen with the behavior that I want? (Well that goes for other menu screens as well). I know there is always the option to not use the UI Box system but, it seems like such a shame sinc…
Well something like this
So far I have something similar almost working (I have several more specific questions with regard to the individual menu screens. I guess one of the issues that haven't been answered was with the Status Distribution Scre…
gamingislove said: As for the menu, can you show me your setup for the Menu List and Inventory Container parts?
For the inventory container part menu it's pretty much straight out from the Inventory containers tutorial
https://orkframework.com/guid…
gamingislove said: Manually placing them on positions where you want them to show up is done on your UI box prefab - you can add pre-placed inputs to it and position them however you want.
When setting up manually, how do you specify that a particul…
Thanks for both of your replies I was actually leaning more toward equipment with skills since I'm modeling the skill system closer to a classless system where you can learn skills from "Tomes". But I wasn't sure about 2 things
- I think there is a …
Hi, thanks for the reply. Yea I figured out how to set it up. But its out-of-the-box behavior is not quite what I want. So for context, I'm looking to set up something similar to Diablo 1/2 or a CRPG like Divinity Original Sin.
So the main proble…
Well I got it to work the way I wanted, but honestly just to change the folder directory, it's not worth it having to recompile every time ORK gets an update just adds one more point failure (automated or otherwise). So we just decided to live with …
Hmm, I suspected as much. Where exactly in the code would I go to actually change the data file path?
On a related note. I've been trying to just dump the source into the project and let it compile with the rest of the Unity project solution. It so…
Interesting, I'll take note of that. But we're already using Dialogue System for Unity, ORK 3, and possibly Top-down Engine. I really want to avoid making our project into Unity Shop asset soup...
Ah, ok. I just assumed there was some sort of pathfinding going on under the hood since there is a working example of grid combat in the tutorials. Have you ever tested if the implementation of "pathfinding" scales up well, performance-wise?
Hmm, but if you're not using any pathfinding algorithm, then how exactly are you building a path from point A to B on the grid while avoiding obstacles (blocked cells)?