Machal

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Machal
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  • So how do I set the node up? I need it to tick from 0 to 60 every engine, there are 5 values in that node, nowhere explained, no tutorial. Current Value: 0 Target Value: 60 Smooth Time: (no idea what this is, left 0) Maximum Speed: Math/Infinity …
  • No idea how those work honestly. None of them actually 'Fade' a float variable value. The smooth steps are mostly interpolation between two values, mostly used for moving objects in the scene. I need to fill a simple value bar. Imagine stopwatch, c…
  • Yes, all solved and works, thanks.
  • Funny thing it did and didn't. Based on ORK's mood or something :) If you have Auto Stack selected, but no stacking for specific item enabled, it will randomly stack :) As explained above, first 4 things shown, then 5th icon didn't, then 6th did, …
  • Oh, Right, I did completely forget about Select Combatant node. Good idea, thanks a lot, you saved me about 200 nodes in each event for declaring combatants as members! :)
  • Thanks a bunch! Edit: Would be awesome if there could be a sorting based on Item Variables, since every instance of my item is unique and contains it's own "price" variable. Is there a way I can do it? Even with code?
  • Sorting works good, but how do I display to player which sorting is he using right now? There are names and descriptions used in the Menu - Sorting section. But where do you display it in the HUD?
  • Control HUD, alright, didn't think about that. Sounds good, thanks a lot!
  • Sure, that is one idea. But is there a way to put it in a button? I'm having a management game you know.
  • A client doesn't care whose part it belongs to. If you're selling a product and are showing user a tutorial on how to do it, you have to put all parts there respectively. As a game developer, I'm going to take blame for faults that are purely caus…
  • Oh, didn't know the whole object goes there, this information is missing in the tutorial. Thanks for your help, that worked. :)
  • That's the only solution I've found to read-only animations. So I don't know how was that asset done, but it's a bit limiting, as I've even put nodes there instead, to play the animations (thought that it's like a work around) but nothing happened. …
  • Thanks GiL, much appreciated! :)
  • Ok, now the problem is saving it to the right file. I'm using NO autosaves. Just classic save menu with 3 save slots to choose from. Can you please explain, how do I define on which save slot is being pressed by the player? I can't seem to check fo…
  • I'm working with a friend on how to fix this thing. Asset I'm using spawns it's own prefabs. Problem is, that the 'PrefabCustomSaveData' script works only with ORK spawned objects. Is there a way, I can pass the prefab with it's components and chi…
  • 3. It's not that simple, using Global Events is for spawning different other things, such as particles, currency control and other stuff so it's necessary to be part of it. This action is overly complicated and requires a skilled programmer. 4. Yes…
  • Ok, got it to work, however, after 2 hours of testing, found few issues with it: 1. I need to have separate empty game object for each PrefabCustomSaveData script...if I put multiple scripts with prefabs under same game object, the AddPrefabSave do…
  • Alright, not a coder, so, let me just wrap it in more simple way :) 1. Put your 'PrefabCustomSaveData' script in my Main Menu scene where ORK Game Starter is located (however my project starts 1 scene before with Makinom). 2. Put the specific prefa…
  • gamingislove said: Generally, the drag requires the box to be clickable This is the issue. If it's just a Content Box Prefab with New UI, it's not clickable. I can attach custom script to move it but if the GUI Content Box is part of a Menu Screen t…
  • Oh god no coding from me again :D I was able to set the output via Makinom, thanks for defining the object :)

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