CoreGamekit Integration Namespace Errors

NodeCanvas Forums Support CoreGamekit Integration Namespace Errors

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  • #9573
    Async0x42
    Participant

    Hey there, the CoreGameKit tasks require ‘using DarkTonic.CoreGameKit;’ otherwise on initial import it’ll spit out errors (It might have been in a recent update that the author put his asset into namespaces)

    As well, in DestroyKillable, “Killable.DESTROYED_TEXT” is an error, it’s now “Killable.DestroyedText”. I’m using the latest CoreGameKit as a reference for these.

    (Corrected versions attached, if you want to diff them to save time)

    #9579
    Async0x42
    Participant

    I’ll keep it in the same thread, integration related.

    InventoryPro changed Open/Close TreasureChest to ___.triggerer.Use() and UnUse()

    So in OpenCloseTreasureChest

    From:

    To:

    #9578
    Gavalakis
    Keymaster

    Thanks for this.
    I’ve certainly been using an older version.
    The packages are now updated.

    Thanks again.

    Join us on Discord: https://discord.gg/97q2Rjh

    #9577
    Async0x42
    Participant

    Great!

    I actually was rewriting a different 3rd party integration for InventoryPro over to NodeCanvas the day before you posted this, but all of your scripts replaced mine anyhow!

    There was one that I didn’t see in your actions, which was for looting a treasure chest, to transfer all items to an inventory. The quick code changes I did to put it in NodeCanvas are as follows (near direct port from their integration):

    But I think the following is more along the lines of how you wrote the other tasks:

    (The integration I looked at simply pointed at InventoryManager.AddItem, but I think having the option for a specific inventory built in is useful too)

    P.S. Your tasks are generally better written than mine, so rewrite it how you see fit, if you want to add this task!

    #9576
    Async0x42
    Participant

    Hey just a headsup for the InventoryPro integration that TreasureChest was renamed to LootableObject in the latest release, so there’s a few tasks that will throw errors for anyone updating.

    #9575
    Gavalakis
    Keymaster

    Ah, thanks for the heads up and the tasks!
    I will take a look at LootableObject and integrate your tasks 🙂

    Cheers!

    Join us on Discord: https://discord.gg/97q2Rjh

    #9574
    Async0x42
    Participant

    Great! I also noticed in the changelog that the author added tasks to plyBlox and PlayMaker -> “(GetItemID, GetItemCategoryName, GetItemCategoryID, GetItemTypeName)”, the couple I looked at seem like the existing reflection in NodeCanvas can easily grab all of that, but thought I’d let you know just in case!

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