Where are you expecting it to show in Makinom?
As far as I know, it only shows up in Base/Control > Game Controls > 'Move To Interaction'
and in Ork Combatants' Movement Component Settings.
I think all the relevant script changes are here:
public class MoveComponent : IMovementComponent
{
private Makinom_AstarAIPath_MovementComponentSetting setting;
private IAstarAI aiPath;
public MoveComponent(GameObject gameObject, Maki…
I just did this not long ago, and if I remember correctly (and we're talking about the same script), I think you need to change the first 3 'AIPath' references to 'IAstarAI' (leave the AddComponent one as 'AIPath')
Oh geez.. Nailed it!
My game actually has 6 different types of experience and 5 of them were set to 'None', but for some reason that 6th one...
Works perfectly now!
Thanks so much again! I really appreciation your dedication to helping us out!
The Level-Over-Time Machine is pretty simple:
bool: 'timeSet' = false
float: 'timeToLevel'.
First, 'timeToLevel' is set to gametime + [a number], then 'timeSet' is set true (to keep it from setting again).
Then it just checks if gametime > 'time…
I'm still not seeing how to remove a single quantity from an inventory slot.
I use 'Select Item' with a filter, I then use 'Select Selected Data' to get the first one. Next I use 'Remove From Inventory' on this selected data, but this drops the ful…
The 'Has In Inventory Fork' Node doesn't seem to be working right. It's not failing when it should.
I compared it with the non-Fork version and get different results.
@gamingislove My bad, I had the sample distance (under 'spawn settings') set too low. And now I'm realizing it's using the collider's bounds which are a box anyway, so I guess there's no real reason to use a sphere collider with spawners.
Thanks fo…
Combatant Spawners with sphere colliders seem to only spawn around the outer edge of the sphere (and rarely, very near the center) instead of filling the space.
example image:
https://ibb.co/23TbB06
There it is!
I could've sworn I had it working right before, but then I thought maybe I was just crazy, ha! Must've changed that at some point. Thanks so much!
It does work with Search Objects, but I'm going to have a lot of objects searching a lot of objects, so for performance reasons, I'd like to be able to narrow the search to just the children.
If I'm understanding your edit correctly, I think that s…
In that case, could you recommend a good way to use ORK's Player Controls/Auto Animation with root motion whilst responding to Animation Events?
EDIT: I think I figured it out. made a schematic with a single Call Function node which calls "ApplyBui…