Acissathar

About

Username
Acissathar
Joined
Visits
110
Last Active
Roles
Member

Comments

  • @gamingislove That's awesome to hear, looking forward to it! And thank you for the pointer, if I'm being honest the last time I used ORK2 was quite a few projects ago so my knowledge kind of evaporated haha
  • @gamingislove This time I have something that's not another request :) I am currently working on re-doing the item box menu as you might have guessed, and I'm not sure how I go about setting the Title of the box to be that of the Item Box interactio…
  • Another possible spot for the whole before/after open + close schematics is with Item Boxes as well. Would it maybe be possible to do a new Machine Start type? Something that runs before the rest of the Enable/Open, and something that runs just bef…
  • @gamingislove One last thing, could we possibly also get the option to run schematics before/after Save Menus and Save Point menus? Similar reason as above, I'd like to run some image effect stuff before hand, and from a user stand point they seem t…
  • @gamingislove Would it be possible to add a section to put in an override for the Event System? With Rewired it's best practice to use the Rewired Event System, but Ork will always create the Unity base one. Having 2 in the scene can cause undesired…
  • @gamingislove That was perfect thank you, think I've got it all figured out now!
  • @gamingislove or maybe someone else that's set this up already, do you know what I might be missing for my Equipment Menu slots? Currently, the slot text + icon do not display at all, but they are "tied" to the slot correctly. For example, the bot…
  • @gamingislove Testing with the new Beta and I think I figured out my back button issue. Not a bug, just an oversight on my part that I had the General Description set to and changing to is showing what I'm after. Not sure how I missed that one. I…
  • Sounds good to me, I will check it out with next beta :)
  • Think this might be a bug? In an Inventory Menu Screen, if you have a custom back button with text but no Description, you get roughly 18 of these errors (all appear to be the same): NullReferenceException: Object reference not set to an instance…
  • Is it possible to clear out the Item Box when viewing an Item Type that does not have any items currently in Inventory? Currently if you have all item types show, and no types are present in inventory, it just shows the last type of items. Granted …
  • Awesome glad to hear, looking forward to it!
  • Granted it’s in early planning, but are they any details with regards to the Boxes + HUDs with the new system? Remaking the Menu Screens isn’t too bad if we can just reuse those, but if not then I’ll hold off playing around with those for now.
  • Interaction display location seems to be fixed, appreciate it! Edit: Did find something that doesn't seem to cause any 'problems' but it does hit the console. If you have Makinom window open (regular or multi, doesn't seem to matter but it is on an…
  • 2 Pages back Gil mentioned teleport battles were bugged and would be fixed in next update
  • Figured it out! I forgot to put the UI Box scripts on the container itself.
  • @gamingislove I've been in the process of redoing the menu screens, and I'm running into an issue with spawning the Combatant UI Box + HUD and I'm not sure why it's happening. Previously, I was using a randomly placed box + the same HUD (duplicated …
  • @gamingislove I have various interaction HUDs set to Auto Display, and at the location of the interaction and then an InteractionHUDPosition child object: When I first encounter the interaction, it positions the HUD as expected: However, any s…
  • I haven't really gone into that area yet so I couldn't tell you for sure sorry
  • @gamingislove As a follow up after some experimentation: You mean fade screen by code? Because the scene changers would already handle that automatically otherwise. By code, you can use the default screen fades like this - fade out: Maki.UI.ScreenFa…