Kaemalux

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Kaemalux
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  • Sorry i misunderstood. ^^'
  • Maybe using another global event? I don't think ORK allows two ability simultaneously from the same combatant, but you could try setting up a global event with limitation (battle scene, combat etc..) to cast an attack. If you specifically need an at…
  • WHat do you mean? I can animate abilities simply playing the animation as a battle event. I am not at all an expert, but i can make characters casting using 2 battle events in Animation settings, one for the animation and one to calculate damage / s…
  • Maybe you could check with AnimationIsPlaying step when the player enters the collider and in that case you stop it (PlayAnimation with Stop settings).... I hope it helps. ^^
  • I think i achieved something like that in one of my many prototypes... Maybe i can suggest you one way: - with the ability spawn the prefab of the beam/shield mounted to the player (so even if you move it stays in the same position) - place an autos…
  • I didn't remember in Makinom there was such an option for checking texture... amazing! Is there an event too change sound/animation accordingly? In that case he could just use Makinon+Ork without external script. ^^
  • I wish you, GiL, and everyone else here, a merry Christmas and a Happy new Year! Have grat holidays! Cheers, Nic
  • It is actually how i did it, do you want to achieve that by script? In addition my battle start event had a variable checker/changer depending on zone, and player group was teleported to different battle scene depending on the variable. Maybe you c…
  • In the 2D game i made last year, i used collider and worked fine, i had different battles and battle arena depending on which zone the player started the encounter (like in dungeon i had bats, slimes, ghosts and the background was a catacomb image).…
  • Sorry i am outside at the moment, can't tell you exact details, however i just made an empty combatant (consider the basic evil pants) with a simple move AI, then i just ise ORK wizard to attach the combatant component to each NPC, setting it to pla…
  • Yeah, that's a solution. ^^ Other ways could be directly add combatant component to the object, or even change faction on the NPC (previous you set it as ally, then switch to enemies). It depends on what is the setup, but i suppose it can be achieve…
  • Uhm... RT battles happen in scene, in a specific area or in the whole scene, it is not like TB battle that can be istantiated (in that spot or in another scene). But maybe we can help you, what do you want to achieve?
  • I got your point. About NPC wandering i just made one combatant, and i attached that to every non-battling characters: NPCs simpy move around and stops if the player interact with them.
  • Hello! While we were discussing this, http://forum.orkframework.com/discussion/3691/game-over-settings/#Item_1 , we both noticed Game Over (and statistics?) settings aren't available in the editor: is there something i am missing or there is a relea…
  • Actually, i tried to set it up as i said and the Game Over settings aren't there for me too... Let's wait for GiL response. ^^
  • In one of my many tests, i think i achieved something like that: - use death animation in combatant setting - create an event checking if the player has an object, if positive remove the object and revive the character - if negative, set game over s…
  • Sorry for you man, i know the feeling. Personally i use external backups (3 disks, i have 60 GB media of my children....), but i must admit i have to learn some version control method. I hope you can get back to your previous work soon, have a nice…
  • I am not an expert and i use that few times, but can't you simply rely on "Call Function" step, to call a custom function from a script you attached there? I tried that and it worked fine in my 2D game. Or i suppose you could use "Enable component" …
  • Sorry, i made it not clear. I mean if i can call an event when the enemy is detecting the player, to show something like a warning. In my first example with gems, translated to Ork, it would be: - entering a scene, i call "search combatants" event …
  • I totally missed raycast detection, my combatant entered in battle just with player near... Thanks! I will try that search combatants solution, really nice! About the enemy entering in battle is there some sort of event can i call? ANd if yes, from…

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