Tr1nome

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Tr1nome
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  • using System.Collections; using System.Collections.Generic; using UnityEngine; using ORKFramework; public class BattleSystemSwitcher : MonoBehaviour { public string useActiveTimeVariable; public string useDynamicCombatVariable; void Update …
  • Hello GiL, the problem has been solved since, but this leads me to another problem, is the check of global game variables supposed to block the move AI ? because this is what happens, i check them in the update function maybe this is the problem ?
  • Hello I would rather use it in the game options menu since each time you start a new game the variables are deleted I'll try to check what I can do for you, do you use built in camera controls? Or a custom camera system?
  • Hello if I understand good you want to spawn some enemies when you reach some areas? If this is the case you can place combatant spawner in the scene and use either variable conditions or trigger enter start type sorry if I didn't understand
  • No problem don't hesitate to ask other questions I try to help as much as I can :)
  • Hello in your battle event, you have the step Calculate in this node you have Options like Next/ Critical Next/ Miss Next, just activate the Critical Next Step and create a Spawn Prefab node just after :) , the prefab must have been configured in t…
  • I don't think it's possible with ORK Framework but you can cheat it by using animation events, this is what i'm using for some animations to sync them easily ! https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html use them to play a sound …
  • I am totally for ! And with Event system integrations this would be soooo cool !
  • Hello GiL, we wont blame you for that, life is expensive and if you are working alone on this framework i clearly understand you, you have made great work since ORK 1 and your support was awesome, so i guess putting 100$ each years isn't that expens…
  • Problem solved, i had 3 other Fire abilities in the ability combo section, dunno why i made this but it works now
  • @gamingislove I have already the name I would like to display the icon of the area and the character's portrait
  • I would like the ability to display all player group portraits in a save game file and the ability to display the area they are currently like this :
  • @gamingislove okay I'll double check that maybe I forgot to check the play one shot or there must be a loop in the battle event thanks for checking anyway :)
  • @gamingislove Yes the sound is played in the battle event (cast) when the combatants are already spawned it works perfectly but when it's a combatant spawned by the join battle node the sounds plays loop
  • I think' i've found another bug, when a new combatant joins the battle, when he casts an ability the sound plays in a loop
  • Dunno if it happens only to me but I used to play an audio clip in switching menu user in menu screen but the audio clip doesn't play is it a bug or a bad configuration?
  • What GIL meant here is that the event that started the battle will continue after the battle is over, so just after your Start Battle step you can place nodes to continue the event, the other way i found to make events start after a battle was to st…
  • *EDIT : Forget this problem, i set up a random step where the camera would fly toward the dead combatant and forgot to link the node where the fail step would work resulting in empty animation, totally my bad. In Turn based battles, when you tick d…
  • Reviving an old thread, tried your script but it doesn't work.. even when i stop unistorm time, but i think we didn't understand the same thing.. what i wanted to achieve is to save the current state of unistorm like sun and moon rotation, hours etc…
  • I have my script ready to use, but what is the best way to save this object, i thought about object variables and storing a vector3 value on scene position ? Or maybe i'm all wrong and i should save the object position with ork custom save system ? …

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