Dre788

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Dre788
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  • Thank you for adding names to the Actors on Machine Objects in the inspector. It makes a world of difference when you're working with dozens of machine templates.
  • Are you sure the Vector3 Check Distance Node is correct? Use a Unity Log Node to check if the loop is being skipped. If it's not being skipped then confirm if the vfx projectile is even being spawned, then confirm if it's position is being changed. …
  • @gamingislove gamingislove said: This sounds like you didn't save after exporting, i.e. the export IDs that where assigned where not saved. Ah, okay. It's possible that might be the case. (I tested this a while ago but haven't got around to making…
  • There's a node called Cancel Battle End. I believe this could help you keep the battle going so you can use a auto status effect (for example) to revive all your party members. Or, you can use the node Cancel Death based on if the user has the revi…
  • I came up with a simple janky solution. Since I only notice the input overlapping when a slider is used, I simply block the horizontal ork input while a slider is on screen. The user doesn't notice anything and the slider functions as expected. I do…
  • I've finally released a major update about my progress.
  • Ok, so my problem was I was using the same key input with Rewired Standalone Input Module as I was using in Ork Input and this was causing repeat inputs. (also, using float slider was giving me strange large value count by 10) Once I disabled Rewire…
  • Okay, after a gazillion test I've determine the problem. So I have two sets of "Elements" for the directional keys in Rewired. One is for the default controls and the other is a break down of the directions for an exploring portion of the game. Unfo…
  • Yeah, that's how I have it set up as well. Have you tried testing a Int/float slider with the node Value Option Dialogue to see if you get multiple input feedback when you change the value? The overlapping here is my only real problem. (fyi, I have …
  • More options are always good. I'm still waiting to see how this whole thing plays out. Regardless, I'll be releasing my project. Any future projects are still to be decided. I'll continue to support Ork and GIL.
  • The formula target "player" in this case is referring to the space limit calculation. There doesn't seem to be an option to change the target for the application of the status effect. In that case, you can create an Auto Machine that uses Notify St…
  • Ah, you're correct, I forgot to mention I am displaying a list of items created along with their quantity. Since I'm only able to change the quantity when I create the item or when I place it into an inventory this is where I have my problem.
  • I've created this mini game of sort where the player can create and edit a random item. For example they can change the items level, or double the quantity before I place it in the players inventory. Right now I set up a work around by placing the i…
  • When I use the node Equipment Level Up, the level shoots all the way to the max. I can't figure out how it get it to only level by 1. Edit: So it seems I needed to set the Level Points of each item.(which I didn't do and regret not realizing this mu…
  • This sounds pretty good and is a welcomed improvement. There is one thing I've had difficulties implementing and that is adding other status effects with a status effects in the change settings. Currently I have to use a schematic to get the "Use On…
  • @gamingislove I see, but this creates another problem for me. I use variable conditions to change the shop inventory over time. Saved shops do not seem to acknowledge variable changes.
  • I think the New Marked Items for shops might be bugged. It continues to show the New text for items after I return to a shop even if I selected them multiple times. I set Mark New Content - Data setting to First Add and Unmark New Data to View as we…
  • @gamingislove Ah, ok. I figured out what I was doing wrong. I should have been using Content Type: Text for normal Button Content, and then setting Own Ability Layout for Type: Ability. That solved my problems well.
  • In Battle Menus - Option -> Type: Ability -> Button Content, the Additional Content doesn't seem to work for the Layout Settings-> Content Layout->Additional Content Layout. The only thing that works is the Button Content itself. Bug? Or…
  • Is Global Selected Data is saved in save files? When I use the Join Group node and enable Store Selected Data (Global) I can no longer access the character stored once I save and reload the save file.