Good to know! And that's probably for the best anyway to avoid complications, but it's nice having an alternative option with global events just in case.
All of my damage dealers are moved with the "move into direction" node, and the player and enemy both have the same rigidbody and capsule collider setup (aside from sizing):
Also, the enemy's attack uses the same damage dealer that is also moved …
I have fiddled with like every combination of control map setup including selecting and deselecting "while choosing" and "while auto attacking." There are no requirements on the control map or any control keys, and the moment the player leaves th…
It spawns behind the player (the green collider)
The damage dealer is activated
it moves in a forward direction.
it collides with the player and does nothing.
but then it keeps going and collides with an enemy and it hits them for 10 HP damage.…
Sadly no schematics here. I'm the guy who just commissioned you for that battle AI variable fork change on ORK 2 lol.
I also just now tried using a game event instead of an action for movement on the control map and that didn't work either. And th…
That makes sense to keep stuff from interfering with other abilities. I really only need players to be able to move earlier since dodging attacks is a big part of this game style.
It's a control map for grid battles where every button is linked to an ability, including player movement. And the animations don't use root motion, no.
Are you perhaps not able to use a second ability until one ability is finished or something?
So looks like that wasn't my issue.
my player control is not blocked, however:
My player character is unable to move when in the InAction state which happens whenever he's in the middle of using an ability (at least I assume that's what is blo…
Oh, that even works in battle events? I just assumed it didn't because there's no section for control blocking in the event settings. That makes things much easier!
Thank yooooouuu!
I did notice that, but I'm greedy and I want to see the updates right now immediately. :P
And you laid the variables out so nicely in the handler, it'd be a shame to chuck it all in the console.
This is wonderful!
I was able to retrieve my currency gains with
ORK.Battle.Loot.Loot[0].Quantity;
However, I cant seem to access the experience reward in a similar way. I tried something like
ORK.Battle.Loot.Experience[0].Quantity;
but that …
So, one step closer, I managed to find SimpleLootDialogueSettings.cs in the Ork source code.
This seems to be generating the output for show gains, but I'm not totally sure how I could use it to get these values in my own code.
Sorry if I'm being…
oh, yes, the stored music is being played after loading the stored scene. I'll check if playing it before loading the scene fixes the issue.
EDIT: Nope, it's still playing all the way to the end. It plays from the correct stored position, but it's …
In my battle start event, if I store the music of the current scene before loading a battle scene and then return to the previous scene after the battle, it breaks the looping of the stored music (the check time and set time is ignored and the track…
Hey GIL,
I know you're probably swamped, but I was wondering if you ever had a chance to look at adding this at all? If not, that's cool, just wanted to check. :D
Quick question. I noticed that while a combatant is currently moving to their destination cell, it shows the new cell as "marked for" but empty. Does a cell being "marked for" mean that it cannot be claimed by another combatant? And would an "is gri…
I've figured out the issue. Unless I add a Pool Boss component somewhere in a scene and include all the prefabs spawned in Ork for that scene, it will trigger that error. But I have WAY too many prefabs that I don't need to use object pooling for, i…
That does sound easy, but I'm running into issues.
I imported pool boss (version 1.2.1), then imported the plugin found here: http://orkframework.com/plugins/pool-boss-wrapper/
and then followed the steps laid out for adding the plugin.
And now I…