Nixter

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Nixter
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  • Yeah, I was setting the number high to 99. I'll raise it higher if there a lots of party members. Combatant.TurnEnded is working very well for setting the counter back to zero. Sorry, it's taking me a little longer than I expected to iron out this …
  • Oh, that's right! Phase Battles automatically have turn order selection! That is exactly what I am looking for. I'm sorry, I didn't even set one up and test it before asking. I should have. Another question about Phase Battles: They don't have a Mu…
  • I took another couple of approaches to this problem by trying to end the turn after the PC makes a certain number of attacks. 1) I first tried using the Combatant.EndTurn() method, but this isn't working well. I've gotten errors where if both parti…
  • It is not too hard to do in ORK. ORKs event system has a bunch of Camera Steps that can be used. Did you do this tutorial too? Cinematic field scene introduction You'll probably have a more challenging time with custom animating characters in the s…
    in Cut Scenes Comment by Nixter August 2015
  • Thank you for your attention, GiL. I always appreciate it. :) I've had some success using your suggested method of using a status effect on a combatant. I can give the attacker multiple actions. However, under the present system it seems impossibl…
  • Thanks for your help! It was my fault for being a lazy programmer. :)
  • Wait, nevermind. I think I have it solved. I assumed that the two bools were not required, but they are. Yeah, that was the problem. I ignored filling in all the arguments. Gotta remember not to assume they are default arguments.
  • Thank you for responding, but that doesn't seem to solve the problem. Is the final line correct? TestCombatant.Inventory.AddItem(item); because that is the line that is giving me an overload error. error CS1501: No overload for method `AddItem' …
  • Just got it. Thanks, GiL!
  • I found a crash bug related to the Stackable Status Effects when triggered by equipping items. It is easy to reproduce. 1) Load up the ORK Demo. 2) Modify a Weapon (Short Sword). Add an Auto Status Effect (Speed Up). 3) Set the Change property to A…
  • OK that got it working. I had to set Battle System > Real Time Battles Range in Move Settings to a higher number. Thanks for the help!
  • All the Ignore Y Distance were enabled. I made a mistake. This problem doesn't seem to be with the waypoints. The Combatants that are far away (presumably not visible) have their Move AI remain in idle instead of patrol mode. When the Player Charac…
  • Thanks for fixing this issue. I recently tried it out with 2.1.4 and it works fine now. For those having trouble: * Set the Event Interaction component's Event Settings : Start By Other to TRUE (unless you only want the PC to trigger them) * Use C…
  • I figured out a temporary fix for this issue. Place an Event Interaction Component on each NPC/Enemy who can trigger effects. Then add an empty placeholder event. Mine is called "_blank". Create a trigger object with a Box Collider. Instead of usi…
  • Ah, I see. I was hoping it would be an easy fix and available in this update. In the meantime, I'll try a work around using the Object:Find Object and/or Member:Member Index, although neither of these will handle all the situations I need this for.
  • I just received ORK Framework 2.1.0 and installed it. I updated my project and tested it. Unfortunately, it doesn't seem like the Enemies/NPCs as Actors for Game Events bug was fixed. Or perhaps it has, but I cannot understand how to get it working…
  • Look forward to this! I have some game design I want to test out once the Enemies/NPCs as Actors for Game Events fix is live. Quest system sounds very interesting as well.
  • Ahhhh. I just loaded up my example and switched the code from Start() to Update() and now it works fine. For others who stumble onto this thread, here is the code for the two methods of getting Object Variables: this.GetComponent().GetHandler().G…
  • Still having trouble. I sent you a message with a link to an example project.
  • This is a little embarrassing, but I don't understand how to access the ORKFramework components via code. This isn't just for Object Variable Components, this also extends to components like Event Interaction. For example, I place a custom script o…