edited June 16 in ORK Support
So I open this thread to not spam many threads at this Alpha Testing that some people are trying the game. So my questions:

1) Is it possible in quests to have updates not only after I finish a task, but a part of a task, example: Quest: Cut 10 wood. When I cut the 1st wood to get 1/10 wood as a notification.

2) Marker in navigation bar for the Village to be visible with a marker from very far away, i ve seen the custom navigation interaction, but I cannot understand how I let the navigation bar what element I want to use (lets say i have the custom marker named Village"

3) Can the player give a name on save game files?

4) Can I have a "last events" GUI Box, to have like the 50 last events happened? For example, Wood added to inventory, You successfully crafted a weapon, Quest finished etc. etc. So instead of the top info gui box, to have this so the player can have a small history of what happened. And if its that the case, can I also separate them to type of info? (Quest/Craft etc.)

5) Tooltip on mouse over on Item types (tabs) in inventory doesn't show up, is it a feature?

Thank you GIL.
Post edited by dlevel on
  • 1) I don't think notifications for updating quest tasks (e.g. collecting a required item) are currently available.

    2) You can add custom navigation markers through the event system (Navigation Marker node).

    3) No.

    4) That can be handled by the console feature - check out the console settings in the Game section of the ORK editor. The console can be displayed with a Console HUD.

    5) There are currently no tooltips for tabs.
  • Ok thank you,

    6) Can I press escape (which is the Main Menu button) and have a highlighted menu to close? to be the default close button, but without opening the Main Menu (overview).
  • 6) No, if the input key calls the main menu, that's what it'll do :)
  • about 4. I created the console and is all good, but is there any way to have the latest event on top instead of the bottom? and (yeah I ask a lot :P ) to fade the text from the earliest event (full) to the oldest visible (very transparent).
  • Enable Invert Console in the console HUD's settings.
    Fading the text out isn't really possible, but if you're using the new UI, you could use a content mask for the content box of that GUI box.
  • edited July 23
    7) Trying to spawn a combatant (Spawn Combatant node) on the position of the object (like its a shop that sells combatants) but the closest I can do is on players position, is it possible to have an option to spawn it in event object position, or to have an offset of the player's position? because now it spawn exactly where the player is and it feels odd (pushing the player etc.)

    8) When I trade items (in our inventories) with an AI Combatant of my group I can only block control and control maps from the Menu Screen of AI combatants Inventory, but not the move AI, so when the trade starts the event finishes and the 2 inventories open, so the AI combatant starts moving again, any way to avoid that?

    9) How would I approach an enchant system for weapons/armors? For example I would like to talk to an NPC, pay something, choose one of my weapons/armor of my inventory and enchant it adding a fire effect for example(will have a new prefab there I guess).

    My main problem is that when I tried to create an event either with an enchant scroll or an NPC enchant system, I cannot find how I can choose the weapon or armor from inventory, so I miss an inventory list event I guess? Any thoughts?
    Post edited by dlevel on
  • 7) Currently you'd have to first store the position of the game object into a variable (Transform to Variable node) and use that variable in the Spawn Combatant node.

    8) Using the Pause Game options will block the move AI.

    9) That's done through status effects, check out the enchant fire effect from the game tutorials. This is bound to the combatant, not a certain weapon.
    You'd have to use Selected Data and equipment variables for doing a weapon-bound system, see this gameplay tutorial for an example on doing the basics. However, you'd have to build your whole custom element system based on the equipment variables for that.
    Alternatively, you could just replace the weapon with one that is enchanted (i.e. custom base attack with whatever element).
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