@skwiggs1983 - Thank you for those ideas. Part of my problem is I try to look at the events programmatically at times and that throws off my thinking process :)
@GiL - I'll try your suggestions and see how that works out. Separating out the variou…
As far as the combatant spawner on the game object is concerned, yeah, I had to find the them with a Search Objects node.
The battle component does have the group faction set to enemy and added to it correctly. And it does work on AutoStart just fi…
The Event Interaction event has the Start Battle node in it.
Everything is on one GameObject: The Event Interaction component, the Combatant Spawner component, and the Battle Component.
All of them, under Variable Settings > General Condition…
@Shadow_Fire Thanks for the suggestion. At this point I'm hoping if there isn't a way to do this that GiL could maybe add it :)
I own a Makinom license but would prefer not to have add another layer of complexity to my project if I don't have to :…
Ok cool, got it finally. I made an 'empty' animation state called Stop with a transition going to it but not from it. And I made a parameter named 'stop' and added it to the Stop Parameter in ORK. That works great. One small thing I would like to do…
Thank you so much! I knew it was somewhere that I had forgotten about. ORK is such a wonderfully huge framework. And I forget where I've set things up.
And thank you for the information on the Box type collector. I'll check that out. :)
After looking very closely at my settings in ORK and in my animator controller, it appears the Idle animation, at least in ORK is set up identically to Walk and Run.
As in the tutorial, though, the Walk and Run states do not have an transitions. Th…
I'm not sure I follow what you mean by auto animations turned off? The walk auto animation stopped just fine. In the Animator setup, Idle is the Orange node that all the other non-auto animations return to, same as in the tutorial. And please don't…
I tried that and it didn't work for the Idle animation, but it did stop the Walk animation. After the event ended I could see that.
I'm using the Mecanim Animator setup from the Mecanim Animations tutorial. I don't know if that gives you more info…
@artainx Yep, that was it. Thank you! I haven't gotten into AI Behaviours yet. Like I said above, I don't recall adding the Idle settings. But then again, that really doesn't mean anything because I set several of them up over a year ago :)
Thanks …
It's the Menu Call requirement from the original game tutorial as far as I can tell:
Base Settings
Required Game State
In Control: Ignore
Shop: No
In Event: No
Changing Scene: No
Game Paused: No
Battle Types
In Battle: No
Menu Screens
Blocking M…
Sure, here are the settings I have the Overview menu screen:
Base Settings:
Settings
Remember Selection: disabled
Block Control: Enabled
Block Control Maps: Enabled (tried both ways)
Single Screen: Enabled
2nd Call Closes: Enabled
Close Only Focus…
Ok cool. I have been using Autostart but haven't tried Repeat Event. Thanks so much :)
EDIT: Thanks again so much for the help with that. I was able to start and stop my event as needed with a var check in the event etc. What I'm really working tow…