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  1. Stun in an Action Time system

    Whatexists
    by Whatexists · June 20
    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?
  2. How to check the value of a variable

    RustedGames
    by RustedGames · June 5
    Hi @sss yes Makinom has similar functionality:
    makinom.com/guide/documentation/features/variables/
    and for usage case of the Check Variable node loot at:
    makinom.com/guide/tutorials/schematics/simple-character-controller/#2-toc-title
  3. Cutscenes and Cinemachine

    gamingislove
    by gamingislove · June 2
    Is your custom control (the Cinemachine wrapper) registered with ORK? This needs to be set up in Base/Control > Game Controls like any other custom control.
  4. Request to Add Rigidbody to the ButtonControlMoveType Enum

    gamingislove
    by gamingislove · May 31
    Like any other custom control.
  5. Squished UI question

    gamingislove
    by gamingislove · May 8
    Looks like either your canvas setup is changed or the UI prefabs (e.g. for the UI boxes) have been edited on a canvas that doesn't match the in-game canvas.
    The initial Unity UI setup tutorial covers setting up an environment scene for UI prefab editing to avoid such an issue.
  6. [ORK3] Different inventory types

    Aratron
    by Aratron · April 3
    @gamingislove , I got stuck with displaying inventory slots :/ When I open my inventory in game I only see main inventory box displayed, but no small boxes for individual items(I was trying to display it as a grid). I think my prefabs are wrong? Maybe you could explain what prefabs should be(which components are required) for Inventory box and Item box to be displayed as grid ? Something like this example: orkframework.com/guide/documentation/inventory/inventory-system-overview/#24-toc-title
    Or maybe there will be Inventory UI tutorial in the future?
  7. Target selection and highlighting

    gamingislove
    by gamingislove · March 29
    I don't think this is currently possible out of the box.
    1) Added the information where this is set up (in the battle system's settings).
    2) Target highlights are only available when selecting a target for an action.
    You can probably do something with Interaction Machine components, they have Mouse Enter and Mouse Exit start types that you can use to highlight and stop the highlight.
    3) Check out Group Target Settings or Individual Target Settings in Battles > Target Settings.
    Unlike the regular target selection (for the target of an action), they let you target a combatant and automatically use actions on it. Group targets are for the whole group of the combatant, individual targets only for the combatant that selected it.
    4) You'd probably need to write a custom cursor handling or use schematics for that.
    5) Same as #1, calling the battle menu via input key is set up in the battle system's settings for the system you're using.
    6) Battle menu can't be shown like that - but you could bring up a menu screen or choice dialogue when using interaction machines for cursor enter (see #2).
    7) That's tricky ... when using control maps, that could be possible, but if you're using the battle menu and not have a group/individual target selected it'll bring up the regular target selection.
    8) Same as #6.
  8. Help with 2D gameplay and scenes

    gamingislove
    by gamingislove · February 9
    Currently yes - I have an upgrade tool planned that'll be able to upgrade parts of your projects, but definitely not your whole project. It's also some time away.
    Using such an ability makes use of status effects and the battle AI.
    Your taunt ability adds a status effect to the user marking it as the primary target. The enemy's battle AI checks for that effect being applied and uses that combatant as target.
    ORK 3's status system setup tutorials do something like this with the provoke ability and battle AI. While this is for ORK 3, you can use the same way in ORK 2.
  9. Problem with Detection in Move AI

    MarcioHan
    by MarcioHan · January 31
    gamingislove said: That might be their battle AI - I'd recommend checking move AI for detected targets in the battle AI.
    E.g. check this part of the 3D Action RPG tutorials.
    Umm... Yeah, but this is a tutorial for ORK 3. I'm using ORK 2.
  10. Problem with Detection in Move AI

    gamingislove
    by gamingislove · January 30
    That might be their battle AI - I'd recommend checking move AI for detected targets in the battle AI.
    E.g. check this part of the 3D Action RPG tutorials.
    Basically, if the enemy's battle AI selects the player as a target, it'll also be used by the move AI to e.g. move to the player to get into use range for actions.
    If you limit the battle AI to use detected targets, you can prevent this behaviour.
  11. Space Shooter (Through 06-Game-Controller) and Debugging Help - Asteroids Not Destroying Player

    gamingislove
    by gamingislove · January 18
    Make sure the setup on the asteroids and the player is correct - also, you did set the player as Makinom's player (see here)?
  12. Unable to load Player

    gamingislove
    by gamingislove · January 9
    Yeah, it wasn't really an error, that was just your console output (you probably have outputting to the Unity console enabled).
    If you get nullrefs when playing directly in the scene, you probably don't have a Game Starter in the scene. Check out the documentation on quick game testing.
    Generally, there seems to be something strange going on in your project - it definitely works fine here. Can you send me a small Unity test project with your setup where it happens to contact@orkframework.com? E.g. delete the library folder from the Unity project to reduce it's size, upload it somewhere (dropbox, google drive, etc.) and send me the link :)
  13. Trouble with turn-based movement.

    Astirian
    by Astirian · September 2021
    Hey thanks for the fast reply! :)
    Basically I've been following the full game tutorial but trying to use Mecanim instead of Legacy so hopefully I haven't missed any critical setups...
    A.) I've checked auto animation on the combatant and set the system type to Mecanim. I'm also using position change. The speed is lightning quick though, maybe because of scaling on my scene objects. I've had to reduce the movement speeds to 0.3, 0.6 and 0.9 for the movement to look way more normal.
    The other complication is that I'm transitioning between two idle animations in my controller as default. Maybe that needs to be wired up a bit differently (as in duplicating the transitions to Idle State #2 as well)?
    B.) Yeah, I'm using the Return to Base type event as described in the tutorial. It's getting even weirder too as the enemy seems to travel less and less each time I run the game! -- So, in writing this reply and double-checking stuff, I changed the Return to Base event to use time instead of speed. And that essentially fixes it... (while not having changed the move to target event that still uses speed, curiously)
    The other artifact I have is that the sparks display at +1Y of my target which is way above their head, and they're about the full size of my enemy, so I'm guessing my scale is making things weird again there. (Because I'm using different store assets, one prefab is scaled to 5,5,5 and the other to .13,.13.13 #awkwardface)
    Oddly, sometimes they'll play at the correct height, like maybe 1 in 10 times I run the test.
  14. ORK 3: Public BETA Available

    Dre788
    by Dre788 · August 2021
    @gamingislove
    That's good to know.
    The Ork HUD Value Bar doesn't seem to be functioning when my combatants take damage. I didn't do anything special to change the default settings. So I'm wondering if this could be a bug.
    Edit: For some strange reason the flying text aren't displaying. I noticed if I slow down the animation machine (for example, change the text position, enable move and make it wait 25 seconds) I can see it spawn in the flying text layer but they are invisible on screen during play. I noticed if I disable/enable the flying text object during the 25 second wait period they show up correctly.
    Edit #2: If you use Combatant Settings Allow Non-Player and use Menu List to show other menu screens that also have Allow Non-Player, those menu screens won't display information correctly. For example, if I call that menu during battle and used it on a enemy, it won't show the information of the selected enemy but the player. If I call these menus directly instead of using Menu List, the information displays correctly. Menu List may not be aware of the Allow Non-Player setting in the menus it calls.
  15. DataObject To Xml

    KESHYAS
    by KESHYAS · June 2021

    public void com1 (string t) {
    compressedData = new GZipCompression ().CompressString ( t );
    }
    public void dec2 () {
    decompressedData = new GZipCompression ().DecompressString (compressedData);
    DataObject testData = new XMLParser(decompressedData, null).Parse();
    }

    After compressing about 100kb of save data (xml) through the CompressString function (result in 14kb) , when the above code is executed, the editor stops working.
    Is it because the data is too large? Or is there something wrong with the code?
    (xml string is obtained from savegame0.save file.)

    public void dec2 () {
    decompressedData = new GZipCompression ().DecompressString (compressedData2);
    testData2 = new XMLParser (decompressedData, null).Parse ();
    }
    public void dec3 () {
    testData = ORK.SaveGame.GetSaveData ();
    xmlData = testData.GetDataFile ("filename", false).GetXML ();
    compressedData2 = new GZipCompression ().CompressString (xmlData);
    }

    #2
    I tested it one more time.
    dec3 > call dec2 > freeze editor
    Why is this?
  16. DeathStateChanged is executed twice.

    KESHYAS
    by KESHYAS · April 2021
    After creating the combatant, I connected it as follows.
    enemyCombatant.Status.DeathStateChanged += DeathChanged_Enemy;
    When that combatant dies, DeathChanged_Enemy method is fired twice.
    (Should be run only once)
    Unity console
    #1.
    ORKFramework.Combatants.CombatantStatus:set_DeathState(CombatantDeathState)
    ORKFramework.Combatants.CombatantStatus:HasDied()
    ORKFramework.DeathAction:ActionEndSetup()
    ORKFramework.BaseAction:EventEnded()
    #2.
    ORKFramework.Combatants.CombatantStatus:set_DeathState(CombatantDeathState)
    ORKFramework.Combatants.CombatantStatus:Death()
    ORKFramework.Combatants.CombatantStatus:CheckDeath(Combatant)
    As above, both paths seem to fire the event each.
    I want to control death through scripting, is there a solution?
    (Not the editor's death event)
  17. Questions on 2D battle grid

    gamingislove
    by gamingislove · March 2021
    There've been a lot of updates for grids in 2D in the latest ORK version 2.31.0 (and general making 2D easier with one centralized horizontal plane setting in the game settings).
    1) This should no longer be a problem when using the XY horizontal plane and regenerating the grids.
    2) Disable Use Deployment Cells if it's enabled - otherwise the combatants will only use deployment cells instead of any free cell. Maybe use a Wait node (with 0 second wait to continue in the next frame) to give Unity time to spawn the combatants before placing them.
    3) The Destroy Object node is the way to go, when using the Enemy Group it'd destroy any already spawned enemy. Like with #2 it's probably best to add a 0 second Wait to give Unity time to destroy the game objects, though.
  18. Re-join a battle

    zatokar
    by zatokar · February 2021
    As for the point #2 there is an End Battle which I have set to None and I assume that's what you meant, so I guess this is out of the way.
    Now I managed to revive the player and have 3 problems:
    1. Player is turned away from the enemy. Look At Enemies node is not available in the regular Game Event. How can I turn him towards the enemy?
    2. Popup is still there, what is the best way to destroy it?
    3. Battle remained, both combatants are alive and both have In Battle set to true, yet nothing is happening. Monster is not autoattacking player combatant.
    Any suggestions?
  19. How to position multiple elements within a GUIBox?

    zatokar
    by zatokar · February 2021
    I solved #2 by setting the Y position in the Total Level Up text.
  20. Grid Battle Animation

    gamingislove
    by gamingislove · February 2021
    Counter attacks are triggered at the end of the ability that caused it (i.e. when the battle events of it finished).
    There are 2 solutions I see for this:
    1) Add some time at the end of the ability causing counters.
    2) Add some time at the start of counter attacks. Since the combatant's counter attack is a separate ability, you can just set one up specific for counters and add a short wait time at the start (e.g. through an additional battle event as first event using a Wait node).
    #2 is probably the better solution.
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