lonewolf_cat

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lonewolf_cat
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  • I haven't been able to test adding battle combatants yet, but I will continue testing based on your advice. I am looking forward to the next update. It seems there have been a lot of questions about adding members outside of the player group recen…
  • I have resolved the issue with the components for the enemies. For now, I think this matter is okay. I appreciate your help. As I am still new to ORK, there are many things I do not understand and parts that are confusing. I am trying many thing…
  • Thank you for the response. I was able to adjust the camera. The target combatant is displayed in the center when entering battle commands. Regarding the Other Player Group, I set the Group ID to 1 in the first node and set the member index. I tri…
  • Oh, indeed, it worked well with the blend tree! I do not fully understand why the character does not move when sending the walk parameter in the field, but for now, I was able to make it move. Thank you very much! However, when moving using the Ch…
  • The issue with Mecanim continues to trouble me. There has been a recurring problem where the character quickly switches between idle and walk states. During combat and other situations, the character often performs actions on its own. When I checke…
  • Regarding this matter, I was able to enable the enemy's component. It seems that the reason it wasn't enabled was due to another cause. As a result, the enemy now moves into battle, approaches the player, and attacks. Thank you very much!
  • Is ORK using the Animator.Play method to move animations without using transitions or parameters? In any case, I think I've figured out why the animation keeps repeating endlessly. I thought the animation wouldn't stop with a bool. When trying to…
  • The enemy prefab's components are set as follows: NavmeshAgent (disabled during combat to prevent automatic movement) Rigidbody Capsule Collider Character Controller (enabled during combat only) A script for patrolling and player tracking movem…
  • The enemy characters were not moving because they did not have a CharacterController component attached. However, when I attach the CharacterController component, they keep performing the walk action endlessly and continue moving forward. To preve…
  • I was able to find the range settings. They were located in the use range setting under the target selection settings. Now I can set the attack and skill range. Next, I want to be able to move to distant enemies or combatants during combat. I fo…
  • Currently, I am using this setting's controller. It seems that the issue is not with the controller itself. For example, the Attack schematics when attacking have a node to execute the animation, and if it is not present, the attack does not occ…
  • Disabling the "Place at Stop" node indeed made the enemies stay at the encounter location. Additionally, by setting the "Place at Stop" node to only the player, I was able to form a formation with only the player group. Thanks for the advice. Now,…
  • @GIL I had not realized until now that can register objects on the Inspector component. I thought everything needed to be registered in the Schematics section. And when I set the rock object in the Actor field of the AutoMachine, it floated perfe…
  • @GIL I have already read the Mecanim animation tutorial. Things have progressed to a certain extent since yesterday. I am trying to perform an attack action with Combatant Animation in the Attack schematics. The cause seems to be that the bool va…
  • #GIL Stopping wandering NPCs during combat worked well. As I asked in another thread other scripts couldn't read global variables so instead I attached an empty component at the start of combat and used that as a trigger to stop them. As for the s…
  • I managed to solve the issue of fighting the enemy at the location of the scene where it was encountered. I attached my own script to the combatant prefab that is summoned by the spawner. All that's left is, as I mentioned in the previous comment, …
  • It seems the answer was written in a previous thread. https://forum.orkframework.com/discussion/7231/ork-game-variables#latest
  • One more thing to add: I would like to fight multiple wandering NPCs that are near the player at once. Is this possible? The battle range settings are different, right? I tried it, but only one enemy appeared.
  • I have the same problem when using an x-box controller. I changed the sensitivity in unity's project settings but it didn't fix it. This problem can also occur in projects other than ORK, so ORK may not be the cause.
  • @GeneralK I am not using any other battle start schematics. However, I used Variable Fork to check if the variables had changed, and they had. It seems there is a problem with the script that reads the variables. I will check that script. Thank y…