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  1. Setting Menu Screen Resolution Choice

    gamingislove
    by gamingislove · June 9
    More options are planned for the future.
    Meanwhile, you can add custom options via code extensions.
    Extend from the BaseInputOption class for this - for examples, check out the available ones in Makinom's and ORK's code.
  2. ORK Move AIs Custom Component settings problem

    gamingislove
    by gamingislove · January 27
    Adding a custom implementation of BaseMovementComponentSetting will make it available as a selection in the Component Type setting.
    So, you don't use the Custom type here, but the one you created. It should show up without adding an EditorSettingInfo attribute (as in the example I posted), otherwise add that attribute with your custom name/description.
    Btw, regarding #4 - if you're using the Button controls with combatant movement component, you don't need to do that. The control is blocked anyway, the custom movement component is only executing the movement (and is also used when control is blocked, e.g. by schematics animating your actions).
  3. how to use the ORK3 single (not prefab) HUD.

    joeee19
    by joeee19 · January 21
    orkframework.com/guide/tutorials/ui-setups/unity-ui-simple-player-hud/#41-toc-title
    I would like to use this alternative setup, but I don't understand the instructions.
    It says that I can do it without Prefab, but I can't.
    First of all, to keep it simple, I want a TextMeshPro object that displays the Player's HP in a DoozyUI Canvas (Not ORK Generated Canvas).
    I don't want to create a Prefab for the HUD.
    Reason.
    1: Because it will only be used once.
    2: Because I want to use the DoozyUICanvas layout that I adjusted in the scene view.
    3: Because I don't want to use the layout function of ORK as a Prefab (because it's hard to understand and I'm tired of repeating trial and error by saving ORK and running play mode every time).
    4: Because it takes about 10 seconds to enter Play mode every time.
    5: Canvas in DoozyUI is not Prefab. It exists in the scene from the beginning, and is always there with Don't Destroy even if the scene changes, and is responsible for all UI Navi with excellent batch changeable UI animations and sounds.
     It's easy to customize and can't be removed.
    So I want to use SINGLE mode.
    screen shots here
    https://imgur.com/a/AshGmwx
    I added Status Value(single) from Hierarchy in DoozyUI Canvas and selected [1:HP] for Status Value.
    I want to set a Player in the HUD comopnent because of the [Requires a combatant] description, but I don't know how to do this.
    If I play as is, the HUD becomes Disabled.
    What should I do from here?
    Please tell me how to do this without using prefab.
  4. ORK 3: Public BETA Available

    gamingislove
    by gamingislove · August 2021
    @Acissathar
    You mean fade screen by code? Because the scene changers would already handle that automatically otherwise.
    By code, you can use the default screen fades like this - fade out:
    Maki.UI.ScreenFader.FadeScreen(Maki.GameSettings.defaultScreenFade.fadeOut);
    Fade in:
    Maki.UI.ScreenFader.FadeScreen(Maki.GameSettings.defaultScreenFade.fadeIn);
    The default screen fades are set up in the game settings.
    @SK1
    Additional Content can be used to display content on separate places in your UI. Using the Unity UI, you set up UI Content components that manage where your content is displayed, e.g. adding an additional content with the content ID info to display quantity or use costs of something in a button can be displayed in the button by adding an additional content to it's UI Content component.
    Check out this Makinom documentation for more details.
    Generally, ORK's default setup when adding a menu part will already have an info and for equipment a title additional content set up. You can use the scene hierarchy's context menu to create buttons (for prefabs) to use them via: Makinom > UI Box > Input > Choice Info Button and Choice Title Button
  5. Tutorial question (Part 12 Abilities)

    gamingislove
    by gamingislove · May 2021
    There are multiple things for this - the general approach would be the logs (they are used in game tutorial #38), which allow you to gather information and display them in a log menu. Logs consist of log texts, which you can learn/add via the event system.
    The bestiary can collect information about combatants, it's introduced in game tutorial #49.
    Finally, you can also use ORK's quest system, for something like this, though I'd say it's best used just for quests :)
  6. Combatant / Save System Questions

    foxx
    by foxx · August 2020
    Also, does your answer to #4 mean the prefab saved and the prefab in the Ork framework menu are two separate instances? So If I changed equipment / sprites with it, then it would save that info separately?
    If a combatant who is an NPC changed their equipment. How would I access this new prefab?
  7. Combat related questions

    gamingislove
    by gamingislove · June 2020
    1-3) That'd need to be handled via the formula, i.e. either via status values or object variables on the combatants. I'm not sure if there's really an easy way to do this - since you already modify the source code, it's probably easier to do it in there.
    What you're looking for is the TurnBasedBattle class, the StartTurn function handles the ordering (with the GroupTurnInit function doing the calculations). The combatants' TurnValue is what's responsible for the ordering.
    4) Try passing on true instead of false, otherwise it'll still be restricted by action costs, etc.
    5) Seems like the combatant is still choosing and thus hasn't ended the turn - could be related to #4.
  8. Combat related questions

    hellwalker
    by hellwalker · June 2020
    #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#3, Player#3, Enemy#4, Enemy#5.
    #2) If yes, is it possible for initiative inside faction to still be formula based? Like It's still Enemy/Player/Enemy/Player but if Player #2 has high speed skill he'll go first within his faction.
    #3) If not, where should I look to add this functionality? Which class is it better to modify?
    #4) What could cause Combatant.Battle.EndTurnCommand(false);
    Command to fail ending turn?
    #5) The problem where player turn was skipped happened to me again. I debugged the turnbasedbattle class and GetNextSelectingCombatant() when it comes to Player few things go wrong.
    A) ReceiveActionsPerTurn is set to false so as I am guessing AP don't get reset?
    B) CanChoose function returns false because IsChoosing is set to true, could it be because of my code character got stuck in IsChoosing state?
    Here is video demonstration:
  9. 2137 thread of many (sometimes trivial) questions

    2137
    by 2137 · March 2020
    2) damn, it's probably due to the battle event having no calculate battle event. yeah, that fixed it.
    there was a #4... but I solved it on my side, and it was caused by having no calculate battle event. yeah. I need to remember that.
    5) anything more global? I want Initiative status value to be the tiebreaker (combatant with lower Ini stat wins) and I can't see it working through abilities (especially on the first turn).
    6) alright then - I moved the random part into the battle start event, but there's a new problem. Can the turn order w/previews show only combatants only once? As my turn calculation only takes used abilities into consideration (so base cost=0), the preview now thinks the next combatant has unlimited turns and shows them in all the spots.
    7) is there a way to use Status Value to Variable in a turn start event? It works perfectly as a battle start event, but doesn't do anything here.
  10. 2137 thread of many (sometimes trivial) questions

    gamingislove
    by gamingislove · March 2020
    2) Well, it still depends on what happens in the battle event :D
    The fireball gameplay tutorial uses damage dealers/zones for damage, so this wouldn't really work with a grid-based AoE attack.
    For this, you'd rather set it up like a normal ability, where the AoE range is used via the Affect Range, using None target with target cell selection. The battle event would use the Calculate node as with other abilities.
    3) No, as the turn value is an internal value used for ordering mechanics, it's not really something that was intended for the player to see :)
    5) No #4? :D
    Abilities can use the Turn Based Order Changes settings to change that.
    6) No, previews use the regular formula.
  11. weight system

    hellwalker
    by hellwalker · September 2019
    Ok, provided you use ORK's own space mechanic for weight.
    #1) create a formula to calculate current space and cap it at 100 if above 100. Name it something like Weight or WeightFactor
    image
    #2)
    Then create status value called Speed.
    #3)
    Create a new formula "SpeedFinal" where you take status value "Speed" and modify it by formula value of "Weight"
    image
    #4) Go to combatant Speed settings and use formula as value.
    image
  12. Debugging and logging help

    gamingislove
    by gamingislove · April 2019
    Make sure the asteroid has the Object Variables component set up as said in tutorial #5 and the bolt has the local start variable set up in the schematic and enabled in the machine as described in tutorial #4.
    Player desctruction is handled in tutorial #8 :)
    As for debugging, you can use the Unity Console node to print information to the Unity console and see what's going on in your schematic.
  13. ORK Feature Requests

    hellwalker
    by hellwalker · December 2017
    A dozen AI articles and Videos later :D :D
    This is probably a complex one
    #4) Get a list of grid cells towards which selected combatant list units don't have line of sight to. In short Grid cells selected enemies can't attack.
    Line of sight object could be a separate property, where you can define X/Y/Z Scale of the object to check LOS for.
    For example you could define:
    "Full Cover" as 1,2,1 scale units to represent standing enemy.
    "Half Cover" as 1,1,1 scale units to represent crouching enemy.
    And that scale could be used to place a 1,2,1 scale box collider on a grid cell and see if any combatants have Line of Sight towards it.
    Probably also it would need some way to limit searched cell.
    One way could be to either define movement Range, "Search in 3 grid cell radius" or to select Remaining move range. So it would search as far as unit can possibly go.
    One useful addition would also be a check box on whether to search in radius around Unit (360 degrees) or only in front of Unit.
    So final result could be "Search for "Half Cover" in radius of "3 squares" in front of me that group of "Enemies, of Ranged Type" don't have line of sight too.
    If these could further be combined with filtering out grid cell selection based on Type. Man, we would be halfway to working cover system.
  14. Changing battle spots mid battle

    RunawayDev
    by RunawayDev · February 2015
    Hello, I'm using turn based battles and I'm trying to figure out a way for combatants to move up to an unused battle spot if someone is defeated. For example, I'm fighting 4 enemies and I defeat enemy #2. Enemy #3 moves up to enemy #2's battle spot and enemy #4 moves up to enemy #3's battle spot. I spent some time looking around and I didn't see any obvious ways to do this. Is it possible? Thanks.
  15. ORK 2 Bug Reports

    Firgof
    by Firgof · March 2014
    On "Tutorial #4: Interacting with the World" upon completing the section and hitting Play as instructed by section 'Add the dialogue to the town scene', a Null Reference Exception is thrown:
    NullReferenceException: Object reference not set to an instance of ORKFramework.DataHandler.get_Item (System.Type type)
    Not sure what I've done beyond following the tutorial to prompt this error. I'm running the currently available framework and demo downloaded from the site on Unity 4.3.4f1 (Win 7 64-bit).
    Additionally, the Event Interaction component is blank after running the game where before it displayed without issue. Clicking either button (Close/Open All) results in further NullReferenceExceptions. Full text of the exception/stack trace below.
    NullReferenceException: Object reference not set to an instance of an object
    ORKFramework.DataHandler.get_Item (System.Type type)
    ORKFramework.ORK.get_GameSettings ()
    ORKFramework.ORK.Init (.ORKProjectAsset project)
    ORKFramework.ORK..ctor (.ORKProjectAsset project)
    ORKFramework.ORK.Instance ()
    ORKFramework.ORK.get_Game ()
    ORKFramework.VariableCondition.CheckVariables ()
    ORKFramework.Behaviours.BaseVariableComponent.CheckVariables ()
    ORKFramework.Behaviours.BaseVariableComponent.CheckAutoDestroy ()
    ORKFramework.Behaviours.EventInteraction.Start ()
    Edit: This exception does not occur when the game is started from the Main Menu scene. I would suggest a note/reminder/warning for the purpose of the Tutorial.
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