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  1. Display quest tasks

    gamingislove
    by gamingislove · May 18
    The answer to both is using a HUD template in your quest layout - the quest layout's Message Content has the Add HUD settings for that.
    Basically, you set up a HUD as template similar to a regular quest HUD, but instead of using an actual HUD, you use the quest prefab as the HUD's prefab. The quest layout displaying a quest will set the HUD template's content to the quest, so the prefab uses that quest for it's content, tasks, etc.
    That way, you can do and style the quest layout however you want and add other functionality to it.
  2. Destroy prefabs/ Game Objects Battle grid ORK 2

    gamingislove
    by gamingislove · May 11
    Ah, the gmail address isn't monitored, so only send your emails to contact@orkframework.com.
    The gmail is only needed to get access to your google drive stuff.
    Checked the images, yeah - that's not working :)
    Use a setup like this:
    1) Destroy Object node:
    - object: Selected Data
    - value type (selected key): Value (since you want to define the key directly)
    - value: whatever you want, but use the same for all other selected data access (for both player and enemy factions, since only one prefab should be there at a time)
    - data origin: Object (stored on the cell)
    - object (selected key): probably Target if it's a cell targeting ability, otherwise wherever you stored the cell
    2) do your prefab spawning
    3) Select Game Object node:
    The Selected Key should have the same setup as in #1, i.e.:
    - value type (selected key): Value
    - value: same as in #1
    - data origin: Object
    - object (selected key): Target (or wherever your cell is stored)
    - change type: Set
    For the game object settings:
    - object: Prefab
    - prefab: your spawned prefab
    That's all.
    First, it'll destroy the stored prefab, next it spawns the new one and stores it on the cell.
    Just keep in mind to enable using Object Variables in your cell types, best set to Local Variables. Selected data uses the same access as that.
  3. Display currency in List Box, Shop Layouts

    Tzunamii
    by Tzunamii · April 12
    Hi,
    I just did the following tutorial:
    https://orkframework.com/guide/tutorials/3d-rpg-playground/12-shop/#11-toc-title
    In shops, the info displays the buy/sell price [...]
    This works as indicated in the tutorial using text codes such as [price][icon]. So far so good.
    But I am now trying to display the currency icon in the list box as an Image using the "Use Content Icon". When I select in my HUD the "Status Type" shortcut, I only get the icon of the current item.
    Is it possible to get the currency in the HUD under "Status Type" related to list boxes in shops?
  4. Doubts about automatic combat

    gamingislove
    by gamingislove · March 16
    If no battle AI is used or the battle AI doesn't find any useable actions, the combatants will always fall back to using their base attack. If the base attack can't be used (e.g. use costs), it'll do nothing (None action).
    If you don't want this behaviour, you need to use a battle AI using the None action as the last battle AI of the combatants.
    How/where is the combatant moved?
    E.g. the move AI uses the movement component setup of the combatants - see here for an example setup for 2D.
    If it's the player via player controls, you need to use a 2D compatible control, e.g. the built in Top Down 2D as used in the 2D tutorials.
    Or, if moved in schematics, that depends on your setup there.
    The rigidbody setup will only impact movemends using rigidbody. E.g. if the game object is moved by transform instead, it'll not constraint the axes.
  5. How to use Dialogue Importer?

    gamingislove
    by gamingislove · March 9
    Both Separator and Markup formats have example texts listed.
  6. Example for Status Value Distribution UI setup

    gamingislove
    by gamingislove · January 16
    I don't think there's currently a tutorial for that - but the setup is pretty straight forward and works like other menu screens. You add the stats you want to be able to change, etc. right in the menu screen part.
    Just keep in mind that they use value inputs, e.g. like a quantity selection or volume controls in option menus, i.e. you need to have an int value input prefab (e.g. via int slider or int button input) set up.
  7. A few noob questions before purchasing...

    gamingislove
    by gamingislove · January 14
    Small additions:
    2) You can write your own custom battle system and plug it into ORK via code extensions.
    3) As said, the complete source code for ORK (and Makinom) are included - beside being able to change the source code, many of the systems can also be extended without having to do that. See the documentations on code extensions for Makinom and ORK for details on what's available to extend. ORK also has the access handler system, which lets you funnel a lot of functionality calls via an extensible system, e.g. to inject your own features or even client-server features :)
  8. A few clarification questions

    gamingislove
    by gamingislove · December 2022
    1) No, that'll not be an issue - that's all just for placement of the cells, etc.
    You can also generate a grid without having any ground. Or if you geneate on uneven ground, just adjust the cell objects (child objects of the grid) to your liking like any other game object.
    Grid movement is still just moving game objects, e.g. if it moves via character controller and applies gravity, it should stick to the ground.
    2) No, as said in #1, the generated grid can be adjusted to your needs. You can even just move a cell way up somewhere, or completely off grid. You can also adjust the connections between grids, e.g. having a cell from upper left to connect to lower right for a teleport cell.
    3) No, they're just visual elements, the prefab itself has no impact on grid operations. Grid stuff like move range, use range, distances, etc. are all based on the grid coordinates and the cell connections, so the physical placement or prefab doesn't impact it.
    Naturally, it can impact physical movement, etc., e.g. if the cell has a blocking collider that prevents a combatant from moving on it.
  9. Having trouble with the save point

    gamingislove
    by gamingislove · December 2022
    Orochimaru said: My question, now, is, where is the save data stored when that field is left empty?
    That is just the info text that's displayed in save/load game menus for your save files. Changing that has no impact on where the data is stored or what content is stored.
    Orochimaru said: where is it stored while its running in the unity editor?
    That depends on your OS and the Unity project's company/game name you defined, e.g. on Windows it's stored in /Users/YourUserName/CompanyName/GameName/ or someting like that.
    Orochimaru said: where is it stored on an exported version of the finished game on pc or mobile?
    is it player prefs?
    how do I control where the save files are stored?
    That depends on your setup in UI > Save Game Settings - the Save File Type defines that. You can also extend that with custom save locations.
    Check out the help text of that setting, it has information on where the different options save the data (or at least where to check in the Unity documentation where it is).
    E.g. if you use the PlayerPrefs save file type, it'll store it in PlayerPrefs.
  10. Combining ork character controller with a different character controller

    gamingislove
    by gamingislove · December 2022
    Orochimaru said: 1. Is there a way to set up point-and-click/touch movement in the non-combat scenes (town/world)
    ORK's built-in Mouse player control type can do that.
    Orochimaru said: 2. Is there a way to auto-save position when moving through non-combat scenes so that moving to a separate battle scene and back will not override the position save?
    Sure, this is handled in your battle start schematic to store the scene and position and load back into the scene and position in your battle end schematic. There are example tutorials available for such teleport battles: battle start schematic and battle end schematics.
    Orochimaru said: 2b. If so, would it be possible to save the position in the town/world separately from a save state in an ongoing battle? -
    Generally, yes - you can also save a position per scene using Set Scene Position node (instead of Store Scene node, which stores the current scene and position). You can also use variables to do any custom data storage, e.g. position.
    However, ORK doesn't save battles during battle.
  11. [Released] ORK Framework 3.10.0 and Makinom 2.10.0

    gamingislove
    by gamingislove · November 2022
    ORK 3.10 is here!
    This update adds 63 new features, changes and fixes - e.g. the new Research UI functionality to display research trees in a visual tree structure, new menu screen parts or new sub-menu functionality for menu screens.
    See all changes in the release notes.
    The research tree documentation has been updated with information on the new research UI functionality.
    Makinom 2.10 is here!
    This update adds new settings to automatically stop interactions when the player moves away from them (also for ORK's item collectors and shop interactions), a new Vector3 and float value type selection and other new features, changes and fixes.
    See all changes in the release notes.
  12. 2d grid tutorial animation issue

    gamingislove
    by gamingislove · November 2022
    When did you download the tutorial resources?
    There was recently a change in how the 2D animations are handled (about a month ago), so if you downloaded them before that they'll no longer match the tutorial setup.
    Otherwise, the direction and movement animations are handled by the animator controller parameters that are set by ORK's mecanim animation setup here.
  13. Start Menu Tutorial problem

    vrdwarak
    by vrdwarak · November 2022
    Hi,
    I have successfully completed Lesson 1 of 3D RPG Playground, now I am facing issues with the Start Menu lesson.
    After setting up the UI Box, and doing everything in the lesson, there is a point in the middle where we are asked to test it by hitting play: https://orkframework.com/guide/tutorials/3d-rpg-playground/02-start-menu/#16-toc-title
    Here, I am not getting the menu at all. I double checked all the steps but not sure what I am doing wrong. Would really appreciate some help. Here are the screenshots of what I should be seeing and what I am seeing instead:
    I am supposed to get this: https://drive.google.com/file/d/1DULCZiHFsUZs5xu695dzm5vARq_u0skZ/view?usp=share_link
    But I get this: https://drive.google.com/file/d/1sjelfWNPUK-9CRFp31Yd2-q1U7ZwtW3i/view?usp=share_link
    Thanks!
  14. A few questions

    gamingislove
    by gamingislove · October 2022
    The tutorial assets contain prefabs, music, etc. ... assets used in the tutorials. The UI assets only contain UI.
    If you didn't follow the status system setup tutorials to set up all the game data or downloaded and imported the completed setup you're missing the data.
    Combatant types are set up in Combatants > Combatant Types.
  15. A few questions

    vrdwarak
    by vrdwarak · October 2022
    Hi,
    I am in 01 Player Setup tutorial of ORK3 tutorial.
    image image image
    1. Could you please let me know what error that is, and what I need to do to fix it, or if that is ok?
    2. As you can see, under Combatants>Combatants>General Settings, I am not able to select Value > Value for Walk Speed, Run Speed and Spring Speed. Should I select absolute? (https://orkframework.com/guide/tutorials/3d-rpg-playground/01-player-setup/#11-toc-title)
    3. Also in the same lesson right next to the above step, (https://orkframework.com/guide/tutorials/3d-rpg-playground/01-player-setup/#12-toc-title) there is no Combatant of Warrior for me to select.
    Or have I missed to import something else?
    Stuck here.
    Really appreciate your help!
  16. How to use a animation for an item icon

    gamingislove
    by gamingislove · September 2022
    Short walkthrough:
    1) Create your animated portrait prefab, e.g. just a game object with an Image component that changes sprites using an animator controller.
    2) Create a shortcut UI prefab that displays the portrait type you're using.
    E.g. use the scene hierarchy context menu to create a shortcut: ORK Framework > HUD > Shortcut > Shortcut Content (for prefabs)
    And add a portrait content to it: Makinom > HUD > Content > Portrait Content (empty)
    In case you also want to display regular sprite portraits, you can also use the Portrait Content (Sprite) variant. Make sure to use the portrait type in the portrait component's setup.
    3) Add the animated portrait prefab (created in #1) to your item as a portrait.
    4) Add the shortcut UI prefab, either as a default prefab for all items in UI > Shortcut Settings or as an override for your individual item. You can also set it up as a separate shortcut UI using a key setup to identify it by a defined key.
    5) In your inventory menu's Inventory > Item Box Settings > Item Content Layout, set the HUD type to use Shortcut UI (and define the UI key here if you used a key setup for the shortcut UI in #4).
  17. Importing/Exporting Save - Ork 2

    gamingislove
    by gamingislove · August 2022
    Yeah, that's possible.
    In ORK 3, you can either use the Custom save file type (in UI > Save Game Settings or write your own custom save file handler.
    Those can be used to save/load stuff wherever you want, even in the cloud. You'd also use this e.g. if you need special save handling for consoles (Nintendo Switch, etc.).
    The functions require an immediate response, though. E.g. the load function can't wait for some save data to be loaded from the cloud - you'd have to get the save data from clould before that, e.g. when the game is first initialized load all save files from the cloud to have them available locally and access immediately.
  18. Sympathy changes notifications

    gamingislove
    by gamingislove · August 2022
    In case you ever need some special thing for the status changes, you can even extend it with custom code :)
  19. Move ability (waypoints)

    gamingislove
    by gamingislove · August 2022
    It's pretty similar to a schematic for moving to target.
    The ability should use None target range and use raycast targeting for setting a position via mouse. The target is available as Starting Object in the schematic, i.e. you can just move to the position however you want, e.g. via Change Position node.
  20. Stun in an Action Time system

    Whatexists
    by Whatexists · June 2022
    On a totally different front, I've got 2 more questions relating to stun (let's call the above post #1 for clarity):
    #2: I'm running into a strange glitch where if my player combatant receives too many stacks of stun they appear to stop getting turns (In particular: if their turn ends because they were stunned during their turn and that consumed their remaining action time). The initiative order will continue to determine that it is sometimes their turn, but then their turn start event won't fire, they're turn won't happen, and their initiative will be reset as though they finished their turn. Do you have any idea what could be causing that?
    #3: My patrolling AI's seem to only ever trigger a move-to event in any given cell once before not triggering the effect again. This doesn't happen with players controlled units. I can't figure out why that would be. Any ideas why that might happen off the top of your head?
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