Ok I see ^^ I will probably stick to 1 schematics and variable per chapter then ^^
It seems more clean with one automachine that check the variable and then start a schematics that contain the dialogues with a start machine node ^^
thank you for e…
Well depend how deep you understand ORK and let's say that $135 for a tool that I will probably use only once and for the code I have to re-learn from scratch plus code for certain parts (it's presented like this on the presentation video) is a big …
Yeah you are right almost forgot that part ,so lets say I have 100 pages and I make 1 schematic per page,at the ends of theses schematics I set a change variable node to keep track allowing amongs other thing to save the progress of the player ,is t…
Well its mostly show dialog that follow each other after the choice of the player.
This part aside, the cities will be a fixed view of some prefab with an interaction machine .And thats all,pretty simple in a way.
The start node should fit my need b…
In the settings I see line of sight
The first one seems to use a raycast to define if target is available,the second one is for the grid shape,what is the difference between these 2 line of sight settings?
https://imgur.com/a/GLuQz2A
Good morning,
I finally found the problem that was right in front of my eyes while I made you a little explanatory video.
My enemies combatant simply had a range of 0 so ORK counts that as an infinite range.
Initialy I wanted to make the cancel possible only during the orientation selection but seems not great or possible,so I changed it for set a wai for input right before the orientation selection but after the movement.
gamingislove said: h, yeah - forgot about that. The end of a grid move action will set the combatant on the final cell of the path, so either remove the path or set it to the cell you want
Yeah I made it differently ^^
gamingislove said: No idea …
Finally managed to fake the movement command back with a start grid move selection.
Is this schematics seems optimized to you?Couldn't make it work with "input key" node(nothing happened even with 3 node of it at different point) or via the global …
Yep I managed to make it work on the first iteration ,now I have to add the cancel input but I think its the easy part.Now I am looking at the schematics and I can't find out a node that can give the move command back(I use 'Only Move Once' and ac…
I will try out the first method later today ^^
For the select grid cell I tried to use a custom range in a battle range template with 0 at minimum and maximum wich should give the origin cell.
Is that process correct?
Ok well I did some tests today, it doesn't work even if according to the description of the nodes I don't think I made a mistake in those.
I tried several methods to reproduce the solution explained to make the schematics (without the global machin…
Hum sounds not so hard ,its close to battle end schematics settings back the player at his spot in a map after the battle^^
In my case its mostly to cancel the movement so I will try with the schematics for the gridmove ^^
Thanks for the guidance :)