omeegaa

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omeegaa
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  • 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…
  • Great ! you are the boss ;)
  • 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 :)
  • great thanks you =)
  • 1/Ok if it works for you thats mean my settings are wrong or something is missing ,I will dig deeper tonight but didn't see anything weird in my settings. Do you mean making appear a slot that contain ability type I want to equip go throught making…
  • 1/The final goal would be to display a set of shortcut slots that can "equip/assign" certain ability types only. For a concrete example, the first two slot shortcuts in the list could only equip fire-type abilities and the last three only water-type…
  • Ok I think I understand what you mean. So I did two things: 1/ create a HUD with an ability list + add a status text content "ability" and copy then paste this HUD at the base of my already existing HUD. Now I have the name of the skill which is dis…
  • edit : Ok I will send you that tommorow on your mailbox ;) I'm sorry but can you be more specific? If I need to display the effect of a skill during target selection and it doesn't fit within the scope of the HUD, am I supposed to use a UI box with…
  • Ok so there is now way to display the status effect that will occur if the skill hit the target ? So if I understand correctly most of HUD status text content can't work with a HUD(ie in battle in my case)? For the status value preview I figured it…
  • On your advice I looked again at the tutorial for the HUD. So I also redid prefabs as indicated by this method in (for prefabs) this time. I was able to make some progress, the chance hit is now displayed where I want it and with the right value (I …
  • c+1 for multiplayer support(local or online for MMO)
  • So suddenly I went back to review all the parameters in text display, I checked as many boxes as possible to see if something more was displayed, indeed after having unchecked only player group one more info was displayed, the "hit chance" info with…
  • I've already try this class slot yesterday but no display.I found the problem,the prefab for the HUD was set to "status value" and not" class" ^^" Thanks for the guidance =)
  • Ok got it. In fact what I would like is to display the name of the class equipped in the classlot A, B or C according to my needs, for the moment with this component I can only display the class contained in the first class slot , other classes are …
  • I'm pretty sure I checked a box and I shouldn't, common mistake I make when I'm tired ^^ Can you tell me if there is a way to have a turn order HUD with actual turn + next turn? I'm using some stats to determine who will do the next turn, but I don'…
  • Ok I've deleted the schematic and redo the whole things and its working now,I don't why it was buggy but at least it works now
  • I have almost the same settings as the 2D grid battle tutorial. I tried to start the battle via a main menu which loads the scene and also to launch the scene directly via the editor. There is an auto start settings with a delay, I tried several del…