Thanks, if anyone is looking for a work around to this in the mean time, you can spawn an empty game object at the vector 3 you want and use that as the movement target.
Hey Gil,
This works great. How do i get/reference object variables from the game object the script is attached to it the variables are local and not set to an object ID?
For example, I have a game object with an object variables component attached…
After some experimentation, it appears repeating a schematic on several combatants that assign a waypoint will spike the cpu. I’ve spread it out via wait times which has reduced it. Is assigning a waypoint a cpu intensive process?
Thanks Gil,
I’ve tried it with the default, the spike is still there but’s it’s not as visible with the frame rate hitch. I have a schematic on the combatants to set up their waypoint every 10-12 seconds. Applying a waypoint seems to make it a lot …
Thanks, I’ve tried that, no change. It’s to do with the typing prediction of variable names. I’ve turned it off in the editor to prevent it from happening. Every key press to over over 3 minutes to generate the list.
Thanks for the help.
How do I retrieve the index number of an equipped item. I know how to assign to a shortcut but how do I get the index number of item?
Thanks,
I’m getting: cannot convert GamingIsLove.ORKFramework.Inventory to GamingIsLove.ORKFramework.Combatant
Also, can we bypass taking it from the inventory and giving directly to the combatant or do I need to add it to the inventory first?
If I try a similar thing but with equipping equipment, when I use EquipShortcut I get an error saying ‘EquipShortcut’ cannot be used like a method?
GamingIsLove.ORKFramework.Combatants.CombatantsEquipment.Equip(-1, EquipShortcut(ORK.Equipment.Get(2…
Thanks, can I get a more detailed explanation please? The api and scripting documents may be fine for a seasoned coder but I can’t seem to get things to work via their index number.