ThreeNippledWanda

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ThreeNippledWanda
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  • I appreciate the help. I had to go through remove the PC scripts from my game objects and it seems to have fixed the issue. I'd also like to make it clear that there's nothing wrong with the PC dialogue system per se, it's just that ORK makes it kin…
  • All I can say is that my main menu screen turns into nothing but a blank box with no options. It uses the ORK new GUI
  • Excellent update! Thanks for your hard work.
  • I went back and looked through my events after posting & noticed I'd set it up wrong. Still haven't got AOO's working as I'd like, but I think I can tweak them in. I'm assuming things like aura proximity bonuses and traps placed on a grid are in…
  • It might be nice to have some kind of manager component, so that we don't have to add every conversation to our prefabs as a separate event.
  • Cool, thanks, and the condition variables for choices seems adequate since you can adjust the dialogue accordingly. Any chance ORK v3 will have a separate dialogue system?
  • So, there must be more to the setup than simply creating a button, adding an event interaction to a prefab set to run on button press and pressing the button. Is it a control element issue? What all did you do to have you character('s) register the …
  • Yes, it's been enabled from the beginning
  • It's attached to the player's prefab. For my button test, I created a key and used a control HUD element to press the key. On my player combatant's game object, I set an event interaction to run whenever the key is pressed, with no variable or state…
  • I'm using the New GUI. I can drag from my Inventory to my equipment part boxes, but I can't drag back into my inventory from there. My default mouse selection is also 'Click End' which may be causing a bit of trouble via the 'Use' option when I rele…
  • I have a backup, but I'd rather try and reconfigure and move forward with newer Unity versions. Anyway, about the twin menus, I'd really like to get them working again. How do I get them both to stay focused so that I can drag between them?
  • Status & Variable filters for animation parameters would be very useful. In your equip animation, for instance, you could tell it to add parameters on play/stop only if a character has x weapon equipped. Much simpler than using events to filter …
  • That might work, apart from things like attacks of opportunity that can trigger in certain cases when an attack creates an opening and stop out the original user's action. I could try resetting variables in those events, although it's more nodes to …
  • It's Unity 2020.1.0f1. I literally can't do anything now without a box popping up that says, "Hold On," and giving some nebulous reason. When I hit, 'Play', to test, it spikes my disk, CPU and memory usage way above what it was previously. I'm assum…
  • My only issue with using Object variables to manage combat events is that I'd need to make sure they reset to neutral values after the events run their course, and I worry it may cause a glitch if an event is interrupted. Is there an option to set a…
  • Yeah, that's not the issue. Both GUI boxes have that option enabled for choices. I'm also not seeing my drags anymore, which is a new issue since 2020.1. It's also hard to test anything in a running game when memory and disk usage spike up to 100% a…
  • I don't believe it's an issue stemming from the ORK side of the equation but, yeah, Unity 2020 is totally #@&$ed. It's like they took everything messed up about the year 2020 and decided to package it into their new release. If I have to sit…
  • Thanks. In which order, by the way, do the the equip and unequip events run when using the 'Swap Equipment Node'? Also, can variable conditions be used with combat events, and can they use local, ability or object variables?
  • Got it, thanks
  • Hover selection would be nice. Basically, a version of Mouse/Input Handling/Hold, only the selection triggers if the cursor hovers over something for 'X' seconds with no buttons being pushed.