gamingislove

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gamingislove
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  • You can also do the complete mechanic in Makinom :)
  • Sorry, didn't really come to testing this out yet, hopefully this week :)
  • I can't see your images, so it's mostly guessing for now. 1) How's your upgrade system set up? E.g. are you using a custom system with game events or custom code or the built-in status development with a status value upgrade screen? 2) Are the emp…
  • Check Base/Control > Animations if you've enabled one of the Auto Rotation Parameters in the Mecanim Settings of one of your animations. You probably have one enabled without defining the name of the parameter (or the name of a parameter that isn…
  • Yep, as you already found out, this is due to ORK's update policy changes. It'll probably take some time until Unity finished reviewing the new update to make the upgrade path from the previous asset to the new one available and allow you to downloa…
  • @Kirb You don't need your order number to get the update from Patreon - you just need a valid license to be allowed to use it legally :) @Maztah Thanks, I'm looking forward to all that wonderful profit share :D
  • That's currently not possible. Level up events are performed when they occur without minding if others are already used.
  • But if you only have 1 combatant, there's only one target for the enemy to attack anyway?
  • Using the prefab for the combatant and as the player in your camera script will not work. They're not the same instance in the running game. You'll need to write a script that assigns ORK's spawned player to the camera script.
  • I think you're moving back to base without looking back at the enemy - try enabling Reset Look Angles in the last battle event of the attack (Event Settings node).
  • @bencinStudios I guess we've already solved that via email for now. For others having this issue, please contact me (contact@orkframework.com) with your order/invoice number to get the update for now. Seems like it'll take some time until Unity fi…
  • @Don No, ORK 2.18.0 is part of the new update policy, so there's only a free update for those who purchased within the last 12 months. You should have received an email regarding the new udpate policy, though. So, yeah, you'll have to use one of th…
  • Alright, the new asset is available in the Asset Store, although the upgrade path and new version 2.18.0 seem to take some time. In case you want to update through Patreon, the new $25 pledge tier will grant you access to release versions. You can…
  • Could you post the details on your object variable's setup (e.g. which variable type and value each combatant has) and how you're checking the variables?
  • Well, if it's at the start of the AI, it shouldn't really matter unless you have other battle AIs running before it (i.e. multiple battle AIs on the combatant). I'd also recommend connecting the next slot of the other abilities to the None action, t…
  • Just a quick heads up - ORK 2.18.0 will be released tomorrow (unless something goes wrong :D), which will kick off the new update policy. While the update isn't as huge as previous main updates, it adds some much needed love to the battle system by…
  • Can you give me more details on your check (and how the variables are set)? Generally, make sure to Clear the found targets in that check node to remove any previously found targets. Also, use a None action node to prevent the combatant from using …
  • You can do this in the event system by using a Raycast To Variable node to get the position the mouse is currently at (i.e. what's currently below the mouse) and a Roate To node to rotate the player's game objec to the stored position (Vector3 varia…
  • I've still added a node to get the loot/gains from a combatant through the event system :)
  • Sound like you're moving the player instead of the enemy in the enemy's attack - the player would be the Target actor, the enemy the User during an enemy's attack. This is handled in the battle events used to animate the attack ability.