hellwalker

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hellwalker
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  • Thank the updated files worked for the bug. I have a question about scene splitting in Unity. Let's say I have a main game scene that loads first, then this scene has scripts that load other scenes in Awake/Start function. When the first scene is…
  • It is known unity issue i think. One of the threads had suggestion to: " Set the toggleOnLabelClick parameter to true, that fixes it. " https://forum.unity.com/threads/did-something-change-with-editorguilayout-foldout.800301/ https://issuetracker.u…
  • Yes, make max health status value, set to as Health consumables max value. In max health status value turn on combined value and select formula as source:
  • #1) Is there a way to structure the turn order/initiative so It's like. Your party and enemies take turns one by one. Not the whole party but. Lets say we have 5 enemies, 3 players. Turn order would be: Enemy#1, Player#1, Enemy#2, Player#2, Enemy…
  • @gamingislove I think its happening for any of them. I upgraded to latest V of ORK and Unity is 2019.3.15f. I disabled all the code except object creation/return and then randomly enabled options and I would still get the bug. I even disabled all…
  • I have considered it before switching to gridless combat, as I had worked with that asset before. But to be honest I did not find much benefit in doing so. At least not enough to justify the effort. The core reason to use TGS would probably be t…
  • Thank you! Sorry a bit confused, I should comment out call to which function? I tried to break down this call to multiple steps: this.SaveFile(index, this.GetSaveData().GetDataFile(this.GetFileName(index), false).GetXML()); and it was this…
  • How would I "reset the game" from code? That is unload all the save data and start a new game? Hmm, I'm also getting this error NullReferenceException: Object reference not set to an instance of an object ORKFramework.DataObject.GetXMLString (Sy…
  • Awesome, thanks!
  • Thank you! For Status Effects, I want to identify which status effect activated the game event. So, instead of creating game event for each Status Effect, and repeating shared nodes, I could have one event and use conditional checks to adapt my eve…
  • There is no reason Gaia should not work with ORK. Unless you make terrain so unwalkable and random that Unity Navmesh or Character Controllers can't navigate it you should be fine. Do check out also Keldryn's animation and other tutorials: http://…
  • Hey, welcome to ORK. I would go fully with ORK stuff instead of writing your own controller etc. If you look at ORK demo you'll see it can do all you want natively. For tutorial, the official game tutorial should guide you through all you need. I…
  • I don't think you'll be able to avoid programming because Controller and ORK integration is veeery contextual to what kind of game you are making. The more action-oriented your game is the more likely you'll need to write a lot of modifications to…
  • Status effects can use game events, e.g. on apply or remove - similar to the status conditions. Check the effect's Game Events settings. Ah, sorry my mind was fried :D I meant variables on status effects similar to variables on abilities. Could yo…
  • Another very useful thing would be to have option for Equipment Outworn Actions to have option to do nothing and let us handle the negative implications of Outworn armor. (Unless once again the feature is already there and I missed it :D)
  • It would be great to have abilities on status effects similar to abilities. My use case is I want to spawn some effects, and play some animations using custom animation controller when the effect is started/ended. And I could use variables to tel…
  • I think that was it! Thanks ! Must be from the time I was experimenting with grid combat.
  • Hmm, the target settings seem to interfere somewhere on Action Level. Because I copied the abilityshortcut use function, and commented out the target checking code. So, during AbilityAction action = new AbilityAction(user, this); this…

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