shortyyard

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shortyyard
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  • Tracked it down to a Move AI Range that was set in the general Battle settings. It was returning false for ORK.Battle.CanUseMoveAI(this.combatant) in the MoveAIComponent's CanUse() method as the assigned waypoint was further away then the range.
  • The combatant visually moves all the way to the first waypoint before getting stuck. The transform position is correct with slight variation (
  • The interaction work around seems to work well, thanks for that
  • Another question on Combatant Spawners. Is the only way to get them to spawn from script via the ExternalStart method? And if so, can you confirm my observations that it spawns regardless of any conditions set on the CombatantSpawner component or i…
  • Found a flaw in a DontDestroyOnLoad logic but I am still curious if a there is a way to use teleports without reloading the scene
  • It doesn't seem to register the animation clip that way. I built a test animation controller with a single sub state machine and one clip in that sub state machine, tried loading from controller in ORK editor but it didn't load anything. Added ano…
  • Thanks Acissathar I will give that a try. One more question on animations with ORK. Really just for organization purposes, but is there a way to call animations by state names if they are inside a sub-state?
  • Thanks for answering all my questions. I am having issues getting the conditions to check the object variables attached to the user. Playing around with it and looking at source code, does HUD Condition only check the condition on start? Game Obj…
  • Finally getting around to playing with this again. If you leave the sprite empty in the Navigation HUD navigation point will it should show the sprite from the point prefab or do I need to create separate navigation points for each different variab…
  • I’m using ORK with Makinom and the player is spawned by ORK. It does get triggered if I change it to another layer but I cannot figure what is different. Is there a way to get the info of which collider caused the trigger to fire through the unity …
  • Follow up: GIL found I had left a Navigation Marker component on my game object with a different marker type that was cancelling the schematic node marker when I entered the scene. Thanks GIL
  • https://imgur.com/a/20w8SKJ I verified the string name for the search and it is correct. The objects are empty objects themselves with auto machines that will spawn visible objects on a quest variable. I did also verify the searched for objects a…
  • Turns out I didn't save ORK when I selected the Render Texture so it reset when I ran the game. Just out of curiosity, is there a way to put a pop up for when there are unsaved changes in the editor and I try to click run?
  • Some typos I found in the UI > Menu Screens. In Inventory Menu Part > Available Item Type the description for non has listet instead of listed.
  • I wasn’t getting a console error. If I have a toggle HUD node in the beginning of the schematic it will cause the same issue after the 2nd interaction when it turns the HUD back on. I also attempted to use the On settings instead of toggle and it …
  • https://imgur.com/a/7Gc5kZ8 I think I have narrowed it down to Toggle HUD node set up as above. The interaction wont trigger a second time if I am using the 2nd Toggle HUD node even though the interaction HUD isn't being toggled. Disabling the se…
  • No conditions are set in the interaction controller. I went in this morning and tested using just normal ORK dialogue and I can repeat the conversation so that is something I will troubleshoot with pixel crusher. However, the interactions are stil…
  • Even weirder, if I duplicate my NPC in the scene I can interact more than once. However, they both rotate towards me when interacting with one.
  • I have never noticed all that info was in the Makinom inspector before, that is very helpful thank you. Sadly the schematic does end so thats not the problem. The loop is just the best way I could figure out to not have the schematic end before …