CoreGamekit Integration Namespace Errors

Forums 💬 NodeCanvas ⚙️ Support CoreGamekit Integration Namespace Errors

Viewing 7 posts - 1 through 7 (of 7 total)
  • Author
    Posts
  • #19046
    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)

      #19052
      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:

        #19051
        Gavalakis
        Keymaster

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

          Thanks again.

          #19050
          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!

            #19049
            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.

              #19048
              Gavalakis
              Keymaster

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

                Cheers!

                #19047
                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!

                Viewing 7 posts - 1 through 7 (of 7 total)
                • You must be logged in to reply to this topic.