Using the new UI.
Odd that its working as usual for you then, since it was the only change after a git reset.
here is the button
just using the generic button at the moment as shown in screenshot.
Sure, here is the event.
Store grid cells happens first
Second node is to make the 2D sprite face the target.
Third is execute a function for animations
wait is well, wait :)
calculate damage node
and last one is the event i described earlier that…
I tried this but I seem to be doing something wrong.
There is an event for the spell, this calls en event to make the cells have the "fire" event.
I added another imgur, here u can see the Store Grid Cell node in use.
Thanks for your quick reply, as always!
1) It is already on XY horizontal plane in game settings. I am on version 2.31.0 already. Though i think i have a way of fixing this another way.
2) I already disabled the use deployment cells, the wait help…
Ill post some pictures showing the current setup that might help give an insight.
The custom input origins (using rewired) do work correctly. Even when selecting a button that is usually working (for example the interac…
I did some more testing and the zoom only does not work when using buttons instead of axis.
When enabling the axis it does work. But i want to use buttons sadly
And thanks for looking into panning! Excited for the next release
Thought i'd continue this thread instead of starting a new one for future people to have anything in 1 place.
As you say the function need to be declared for custom animations. This sounds very logical, but on what class?
The Horizontal plane was already at XY.
Disabling the Ignore Height Distance setting fixed it! No idea why tho, thought it would count for z-axis, but works good now!
Thanks a ton, for the great asset and great (and patient) support! Ill be sure…
That fixes the "The character sometimes starts the proper move over time, but then after like half a second, it teleports to the target cell." problem. It used to move one cell then teleport to the target cell.
I found its only in the Y direction t…
That is why i , in my initial post, i asked for some info for a way to hook it up to an event using the check orientation node.
The problem was there is not an event (as far as i know) u can execute when a combatant gets placed and its orientation …
I have managed to get it working with the direction input, and it accesses the animator correctly.
However i still have an issue, i should use the rotation settings, and the values get sent to the animator correctly. but when using rotations in 2D …
The box collider gets disabled, but the previous problem still persists.
The distance is a max of 5units on either X or Y (5grid cells).
The character sometimes starts the proper move over time, but then after like half a second, it teleports to …