Hey @MadMaxx,
The main two reasons I didn't finish the tutorial are:
1) Lack of advanced knowledge on ORKFramework 3, I don't even have advance knowledge of ORK 2 ;p
2) To fully implement the Addressable logic it needs changes in the core of the fra…
Hi @ChimpLogik,
Something like this might help
private void Start()
{
Combatant combatant = GamingIsLove.ORKFramework.ORKComponentHelper.GetCombatant(gameObject);
if (combatant != null && combatant.Ab…
Not sure if this is a bug, but keeping the Movement Settings at General Combatant settings as they were, and then overriding it at combatant level, doesn't remove the NavMesh Agent, but adds the extra move component.
Yes I've seen it but...
"Please note that you need to set the Active Input Handling to Both, since the Input Manager is still used in other parts of Makinom. " that's why I said Native support ;)
Hi @berbelias I made a video covering the starting point using ORK 2, I think the approach should be the same for ORK 3, being the main issue the new EventSystem when using UI, and core ORK call to get the Mouse Position which uses the legacy API, t…
Hello @gamingislove I noticed in ORK 3 that in the inspector the AssetSource option is exposed, is that by design? I mean it does nothing with the base asset sources (Assetbundles, reference, resources) but I managed to make editable with my addres…
Well this is not an easy task but a whole challenge, the current Addressable API is wrapped in Async Tasks now, loading to memory was easy for GameObject prefabs, but Instantiation is another beast.
Hey @Wrofir this is like the game difficulty settings, it will default to the language at index 0 in the ORK Editor if no other option was selected during Main Menu Difficulties options or Language options in your case, and of course the changed Gam…
@gamingislove thanks a lot, I was missing the ORKFramework.ORKEditorSettingInfo for ORK2 and the GamingIsLove.Makinom.EditorSettingInfo for ORK 3.
I'll continue though implementing it on the last one, then I'll post the scripts ;)
The Asset store t…
@ChimpLogik I would say setting up conditional combatant prefabs, one prefab for Field (no Battle) and another prefab dedicated to Battles (less third party components on it)
Hello @Blitzkreig95
I think you are missing having a class to parse your json text, then after parsing the json into that class you can easily assign the values to your WWWForm function
e.g.
[System.Serializable]
public class SimpleBodyParseJsonDa…
forgot to add the enemies list logic
private List enemies = new List();
private void Start()
{
foreach(Combatant c in ORK.Game.Combatants.GetAll())
{
if (c.Group.IsEnemy(ORK.Game.ActiveGroup.Leader))
…