KESHYAS

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KESHYAS
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  • thanks!!! it much helped
  • Sorry for my inexperienced English. It's a good answer, but I think I asked the wrong question. What I meant was, After the 3 Combatant Spawners summon the monster, in order to summon them again, each Spawner's despawn function must be executed (Be…
  • Thank you! Start Combatant Spawner Node & Despawn The Combatant Spawner node seems to be what I really want! Last question Will the following scenario work well? 1. There are 3 combatant spawners. Each start type is set to None. 2. Summon 3 …
  • Thank you for answer! But one more question about move ai setup. 1) This is my move ai setup. The custom code is at the top of the question. As you said here, how do I change the settings to prevent a hard stop/go?? (I don't know where the threshol…
  • Thank you for the detailed answer!! 3) I asked the difference between Combatant Spawner's Combatant Settings> Requirements and Variable Conditions in Variable Settings. As in the picture below.. (i.e I think the two functions do the same thing, …
  • Thank you for answer. Most have been solved :) 1)Is this not an ork issue, is it working well?? 1.The status of the move component when approaching an enemy after detecting the enemy. It is set properly. View post on imgur.com 2.Many setDestinatio…
  • Thank you!! Solved! one more thing Ability development seems to be a function that simply acquires the ability of the level set at the corresponding player level for free. Is there a way to consume exp type stat value with ability development??
  • sorry for many question 1. I set 10 maximum levels for each skill in the editor. but I cannot enter the Ability Level 1 LevelPoints value. Is it intended? 2. ability.SpendExperience(user); The code above seems to be only available for abilities al…
  • Awesome tutorial! It has helped a lot :) @Talairina Have you solved any related problems? According to the main context, is it impossible to implement functions such as slot movement and item sorting in the inventory?
  • public void RegisterShortcut() { for (int i = 0; i < 7; i++) { if(ORK.Game.ActiveGroup.Leader.Shortcuts.Current[i] != null) continue; if(ORK.Game.ActiveGroup.Leader.Abilities.Has(ORK.Game.Ac…
  • Thank you! I was thinking too much. It helped.
  • Thank you! Then it sounds like you should use getvalue,addvalue instead of getbasevalue,addbasevalue. However, unlike addbasevalue, addvalue has various parameters. To bring my exp type value ORK.Game.ActiveGroup.Leader.Status[12].GetValue ().ToSt…
  • Thank you! Then it sounds like I should use getvalue,addvalue instead of getbasevalue,addbasevalue. However, unlike addbasevalue, addvalue has various parameters. To bring my exp type value ORK.Game.ActiveGroup.Leader.Status[12].GetValue ().ToStri…
  • It works a little unexpectedly. Through scripting, Debug.Log(ORK.Game.ActiveGroup.Leader.Status[12].GetBaseValue()); ORK.Game.ActiveGroup.Leader.Status[8].AddBaseValue (agiTemp); In this way, the value of the exp type is brought to the base type …
  • thanks!!!
  • The quality is amazing.. it feels relaxed
    in Corven Comment by KESHYAS June 2
  • Thank you for answer! I understood everything you answered but, There is a problem that has not been solved yet. Sorry for the series of questions. because This is the most important part of my game for a long time,... I want to understand it clearl…
  • Solved. Thank you!! It seems that my assets have been imported and changed the settings. After making it possible to collide with the layers of the interaction object, everything works fine. nice!
  • Wow ... it's the most interesting news I've seen on this board. The access handler is a really exciting feature! I hope this feature will be further developed. And I think I saw it in another article, Do you have any plans to integrate with Cogi Eng…
  • Thank you for your kind support. I mailed my test project with a small explanation !!