[EditorFoldout("Scenes to Skip LoadinScreen", "The name of the scenes the loading Screen will skip.", "",
"Scenes to Skip", "E.g. When loading Battle Scenes or Exiting to Main Menu.", "")]
[EditorEndFoldout]
[EditorArray…
Hello @GuSt, Inventory, Abilities and such are not HUD components but Menu Screens, found under UI->Menu Screens.
The Overview MenuScreen will display child menu screen as menu parts Inventory, Equipment, Abilities, etc..
To display the Overview …
Hello @Limonada there is a tutorial for ORK 2 about making Traps that you could translate to ORK 3 to achieve you mechanics, here is the link:
orkframework.com/ork-2/tutorial/gameplay/adding-traps-using-damage-dealers/
Hi @theProject
For ORK 2 here is the list of some text codes orkframework.com/ork-2/tutorial/howto/text-codes/, I can't say for sure if they are the same for ORK 3.
Hi @sss yes Makinom has similar functionality:
makinom.com/guide/documentation/features/variables/
and for usage case of the Check Variable node loot at:
makinom.com/guide/tutorials/schematics/simple-character-controller/#2-toc-title
Hey @MadMaxx,
The main two reasons I didn't finish the tutorial are:
1) Lack of advanced knowledge on ORKFramework 3, I don't even have advance knowledge of ORK 2 ;p
2) To fully implement the Addressable logic it needs changes in the core of the fra…
Hi @ChimpLogik,
Something like this might help
private void Start()
{
Combatant combatant = GamingIsLove.ORKFramework.ORKComponentHelper.GetCombatant(gameObject);
if (combatant != null && combatant.Ab…
Not sure if this is a bug, but keeping the Movement Settings at General Combatant settings as they were, and then overriding it at combatant level, doesn't remove the NavMesh Agent, but adds the extra move component.
Yes I've seen it but...
"Please note that you need to set the Active Input Handling to Both, since the Input Manager is still used in other parts of Makinom. " that's why I said Native support ;)