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Discussion in 'Assets and Asset Store' started by gamingislove, Nov 7, 2010.
Can someone remind me ORK 1 chance settings... is it under or over the target?
If I could help you I would but I can't. I'm not sure what you mean but I'm positive gamingislove will know.
There's a new version of Unity out 4.3.2 and it works fine with ORK1. : ) I'm sure it works fine with ORK2 also. It fixes Mac build problems but doesn't address iOS 7 issues yet--hopefully they'll get there. You can fix ios7 build issues in xCode but it would be nice if you could just build for iOS7. Waiting patiently.
It's under ... e.g. a hit chance of 70 % would be hitting from 0 to 70 (including), everything above is missed
Thanks! That's what I thought but couldn't find confirmation anywhere and didn't feel like digging through the code.
Official release news
ORK Framework 2.0.0 is now feature complete - I'll be testing on the supported platforms in the next days (i.e. PC, Mac, Web Player, iOS and Android).
Release: next week
The last added feature (as mentioned earlier):
You can now automatically update scenes and prefabs when saving the project. Of course that's only done if relevant data has been modified (like moving an item in the list).
Very exciting. Thank you for how well ORK works! I'm so happy with I and eager to use II as soon as I can. You've been wonderfully responsive as well as productive and I think we all thank you for that.
sweet cant wait for next week.
New game tutorial
Finally, concluding the menu tutorials: >click<
Adding a more detailed status screen with multiple pages (i.e. 2 pages), and some insight on general menu settings.
The next game tutorial will cover the first quest - so it's getting serious with game variables and stuff
Now I'm using ORK Framework.
Question: When testing the characters animation, the Idle doesn't loop, but the walking animation loops.
Also, the idle animation of my NPC doesn't loop. :S
Animation looping isn't done in ORK Framework - ORK only plays the animations.
You need to set up the loop in the animation itself (usually found on your model's inspector).
I was setting a simple dialog with a NPC using the Interaction Controler (like the tutorials), but I also wanted to incorporate portraits. Set it in Gui Boxes, Events and Combants and nothing appears. Can you help me?
I am now handling the cut scenes in my game (ORK 1)
I have a question, what file should i change to add a "follow path" for camera event step, without breaking ORK ?
It would be nice if i could just add more options to handle the camera in a curvy way because my cut scenes feel a bit "rectangular" right now, in the sense that the start/end is very felt as a stoping, rather than a temporal hover near the target
The other solution would be to use an external package and only call ORK events for dialogs, but that would be a lot of work and very confusing in the end, i would rather have it all in one solution
Also, can i have two events running at the same time ? Say i want an object to move behind the talking hero at the same time he speaks, with another move event
EDIT: A 3rd solution would be to parent the camera to a dummy object moving on a curve and enable the object just before parenting, so they get synchronized, using a wait in ORK steps until the motion ends (or synch mid steps as the camera moves). I guess that is a mid road solution and probably easier than editing ORK code, but a bit tricky to synchronize i suppose
Official release news
I'm currently working on setting up everything for the release - everything should be ready by tomorrow!
I'd need some details on your setup ...
You can use the 'Send Message' and 'Broadcast Message' steps to call a function on a component - this way you can use any kind of external package in the event system.
Yes, you can have multiple events running at the same time - but only one event with 'Block Controls' enabled.
I see, so i could just call a function that moves the camera with the outside script inside the event.
Very nice info, thanks
Finally!! Can't wait!
Tomorrow it is
Official release will be tomorrow (in about 24 hours) - unless something goes terribly wrong
Those of you who own the Full licence will also gain code access to the gameplay related code (editor and core functionality will remain closed source).
Yup, that's correct
What option should I enable in the inspector to loop the animation (in this case the Idle) on battle and field?
Also, when the enemy dies it doesn't play the death animation,
thats good to hear
And that's it ... ORK Framework is officially released!
>Thread in Unity forums<
When updating from a beta-version project, please follow this >how-to<.
All who already had full access to the beta will receive the update via email shortly!
And now, let's return this thread to ORK 1 and MSE support
Please put everything ORK Framework related into the >new thread<.
There should be a Loop option somewhere in your animations ...
Did you set up a death animation and create a battle event that plays it (and added it to the combatant)?
Also you most likely need to stop all other animations on a combatant before playing the death animation.
Finally its out
The long-awaited time is here. Congratulations on another successful release, gamingislove!
S***. All my ORK 1 data reset to default. Randomly. Tested it and it worked fine. Did nothing but change a texture and suddenly all my data is gone. THIS SUCKS!
@drewradley----I hope you have a backup! Something like that has happened to me --I don't remember what one thing I was doing----and if I didn't have one I'd be lost.
@gamingislove----Congratulations! I wish ORK2 all the best and can't wait to start working with it. Thanks for all your help as well.
Did you change a texture in the ORK editors and click on save? Usually there can't be any data change without saving ...
Did you get any error messages?
Maybe you've accidentally moved the resources folder (or the project settings) - if ORK can't find the data it'll start with a fresh set of data.
Had a slightly out of date back up I used to replace all the XML files. Better than trying to reproduce everything!
No errors, just gone. I changed the texture on a script on one of my ORK prefabs. I had just tested it, noticed I had the incorrect texture, stopped, put the right texture on the script and hit play and it told me I needed to assign a character. I looked in the ORK Project Editor and everything was gone! The strange thing is it looked like the XML files were still intact when I opened them up. They just didn't seem to be registering with ORK and the only way to fix them was to replace them all. I don't think anything got moved since I replaced them in the same folder and it started working again.
edit: you're right... something did get moved! Duplicated actually. I had two project setting folders and one of them was outside the resources.
Strange ... so you where able to get your old settings back?
Yeah, I just removed the bad one and put the good one back where it belonged and everything works. I must have accidentally dragged that folder out of the resources folder and when I hit play, it created a new one with blank data. In any case this is clearly a case of "user error".
I'm just glad you didn't waste your project because of some stupid bug
Congratulations on the release of ORK Framework.
Your system is trully a masterpiece, i keep throwing ideas at it and it just works and that is just ORK1 i am working with
To a question. I try to do a skill learn in code (not in event) and if the skill is not already in the hero list of "to learn" skills in the project settings (charatcer sheet), i get an error when i try to use the skill.
Do i have to do something extra to get to learn and use a skill in code that is not predefined to be learned at a set level in project sheet ?
In code i get the player character from the party struct and call the LearnSkill function at the hero current level (skill ID, hero level), the skill is not in the charatcer sheet in the project settings. Then i try to use the skill and i get an out of bounds error in CanUse function in Skill.cs
Thanks in advance for any help and clarification
Using LearnSkill(int id, int lvl) is correct, but you need to call GetSkills() afterwards to update the skill list.
You should be able to use the skill after that
Thanks , that is the info i was missing
Need some help right quick my Character spawns twice in the scene. Visually there is only one character on screen but in my equipment menu it shows 2 of the same combatants. please help thanx
Xardyon, it might be because you have two start events executed at the same time. Check to see if you have one start event in the scene and the other start event in the main menu setting. If you do, delete either one and that should solve it.
yep just trying to understand how the quick game testing thing works and it ended up kinda confusing me but alls well now thanx shadow
Has anyone used the latest version of Unity with ORK1 or 2? This is one time I've hesitated to update cause I'm in the middle of a project and noted some comments in the Unity forum that some people are having some trouble with the latest version. It seems to be a whopper of a download for one thing. I'm using 4.3.2.f1. New version is 4.3.3.
I haven't had a problem with it yet ... neither with ORK 1 or 2.
Thanks. Yup! Installed and everything's fine. : ) Running well on ios.
When exiting game application does not close any reason why this might be happening?
On which platform is this happening?
The Exit button in the main menu is simply using Unity's quit function.
Hi, I just bought ORK and been following the tutorials and everything is working nicely so far, however now I am trying to adapt everything so that I can use the Ultimate FPS controller as the player combatant and have it be a first person game, basically. But due to the seemingly roundabout way that ORK spawns the player character and also due to me being completely new to Unity, I can't figure out how to make it work. I'm not sure in which way to attach UFPS' camera/controller scripts.
Could anyone kindly enlighten me? Thank you very much!
Well, depends on if this is in ORK 1 or ORK Framework (aka ORK 2).
In ORK Framework, you can use any kind of control easily - you'll find details in this >how-to<.
Also, please use the >ORK Framework thread< for future questions (on ORK Framework)
In ORK 1, it's not that simple ... you'd need to do some scripting to bring your scripts to work with ORK's game mode, you can find details in the >ORK Wiki<.
Where does ORK keep the save files ?
EDIT: Ok, i found it
Hi all, new here, just purchased ORK 2 Really excited to start on something!
Fantastic asset! I have run into a little bit of a configuration problem and was wondering if the dev or anyone could help. Basically in my game I am using the turn based battle system and for those battles I want them to happen in a different part of my scene in set arenas. So I changed the simpleStart event to move the arena waypoint to where I would like my battle to take place which works great. The problem I have run into is on completion, victory etc.. I am having a hard time figuring out how to return the player to where they initialized the battle in the original world area. I was wondering if anyone knows how I might accomplish this? As a side note unless I am totally missing something having an option in the battle positions section of the framework to set a default battle position in world space for something like this would be really nice. As it is it seems by default it uses the intialization location then sets the player positions for that spot. Thanks in advance for any ideas.
Hello, I have a couple of questions about ORK 1.2.7 events
1) How to destroy a game object (actor or prefab) during an event? I tried "DESTROY PREFAB", but without success ("SPAWN PREFAB" works ok)
2) How to start a turn-based battle immediately during an event? E.g. after some dialogs?