Acissathar

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Acissathar
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  • @gamingislove Sweet, appreciate the clarification! So is Set Volume based off of the global audio setting then? For example if my global is .5 and Set Volume is also .5, then it should be effectively playing at .25 volume and similarly if global is …
  • @gamingislove I'm not sure if this is a bug or just my misunderstanding. When a sound type, template, and assignment is setup and called through schematics, the volume doesn't seem to take into account the audio settings -> sound volume. For ex…
  • Thank you very much for adding support for dampening on the animations!
  • 2021, but I've been on it since around ORK 3 beta first started and haven't run into any Unity related issues in ORK that wasn't already fixed before the release (namely sometimes saving changes in ORK was wonky).
  • Take it easy and I hope you feel better
  • If you mean play a right facing sprite when the player is to the right or left facing when the player is to the left then you'd probably need to do calculations to determine which animation to play. Something like using the Vector3 Direction node p…
  • Could the Mecanim Animator Parameters be expanded to take into account the overrides that apply dampening? For example: Delta time could just be hardcoded in, but then we could do an optional checkbox / float field to supply a dampening value wh…
  • I think it largely depends on what you want the NPCs to do. For example, if they will be static and just repeat dialogue / be a shop keep then you could just make them be basic game objects with an Interaction Machine component and the associated sc…
  • @gamingislove works perfect, thank you!
  • @gamingislove Am I just missing where that is set then? I can see the Combatant Settings under the menu, but nothing is checked, and the Equipment Menu Part doesn't seem to have a group restriction either? I think the vertical layout thing might…
  • @gamingislove Am I missing a toggle or setting to show the entire group when using a combatant selection for menu screens? I have the Equipment Menu Screen entry set to use it's own combatant selection: And said combatant selection does not have …
  • Personally I went through the old ORK2 Game Tutorial and the ORK2 Grid tutorials using ORK3 when it was in beta, and for the most part it was pretty straight forward. There are a couple of sections that have moved, so you'd need to reference those a…
  • Would it be possible to expand the Move AI Speed Settings to have range thresholds, or is that possibly already do-able through formulas maybe? For example: 1. Using MoveAI to follow leader, when they are relatively close to the leader they don't n…
  • You are correct, it seems they weren't able to move. It must have been something with the NavMesh. Re-baking with a higher voxel density but without moving positions is causing it to now work as expected. Usually Unity will throw up some kind of war…
  • I really appreciate you taking a look, it helped out a lot. You mentioning Pokemon gave me an idea too. Making a new combatant and hiding them (as you would a Pokemon style) just for the Base movement seems to actually be working perfectly. It's m…
  • The more I play around with it, the more I feeling like I must be misunderstanding something or there's something going on. For example, hard coding the schematic to set the character I want as a player isn't doing what it says it should do? Set OR…
  • @gamingislove I think I'm following along, but then how would I know which object or combatant to set as the ORK Player? From what I can see that node accepts either a specific combatant, or a given game object, but since the group can be in effecti…
  • @gamingislove A UI thing I ran into today: When using a multi box (group menu for example), the second box flickers when it is not focused. Once it is focused, it no longer flickers but also while this is focused the first box does not flicker: …
  • @gamingislove Perfect, thank you!
  • Congrats on the release, was fun to be a part of the beta and learn the new system while also (hopefully) being of use testing :) Starting with the old unity 5 version with the different packages for shops and the like, it's awesome seeing what it's…