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Update on RPGAIO 2.0
Forum: Announcements
Last Post: ccf
12-20-2018, 03:23 PM
» Replies: 59
» Views: 7,657
GUI Look
Forum: Questions, Queries and Help
Last Post: Wrofir
11-18-2018, 11:20 PM
» Replies: 1
» Views: 206
Flashing after dialogue
Forum: Bug Report
Last Post: Wrofir
10-30-2018, 11:34 PM
» Replies: 0
» Views: 176
Awesome "Choose Next" Swi...
Forum: Tips and Tricks
Last Post: Wrofir
10-22-2018, 01:42 AM
» Replies: 3
» Views: 458
psuedo hitbox, AI ideas, ...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-12-2018, 07:09 PM
» Replies: 1
» Views: 334
Try these custom Combat n...
Forum: Tips and Tricks
Last Post: maniak
10-12-2018, 10:38 AM
» Replies: 3
» Views: 368
Random number nodes
Forum: Tips and Tricks
Last Post: maniak
10-12-2018, 10:16 AM
» Replies: 3
» Views: 501
Coffee Simulator
Forum: Showcase
Last Post: Wrofir
10-05-2018, 04:42 PM
» Replies: 4
» Views: 1,150
How to determine the Weap...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-05-2018, 04:22 PM
» Replies: 3
» Views: 487
Giving an NPC an item and...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-03-2018, 01:41 AM
» Replies: 1
» Views: 309

  Enemy Feature Request
Posted by: magique - 08-28-2018, 05:25 PM - Forum: Feature Request - No Replies

It would be nice to have some sort of indicator of the current enemy target. So when the player right clicks to attack then the enemy has a projected red circle on the terrain or perhaps the enemy is highlighted or outlined.

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  Music Fading Not Working
Posted by: magique - 08-28-2018, 05:00 PM - Forum: Questions, Queries and Help - No Replies

I added some ambient music tracks and some battle music and everything is set to fade, but instead I get a really abrupt stopping of the battle music and returning back to ambient music. I'm not sure if the fading in is working or not, but fading out definitely isn't. Perhaps fade out is not implemented and I am just assuming it is?

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  Animation Type Not Working
Posted by: magique - 08-28-2018, 04:58 PM - Forum: Questions, Queries and Help - Replies (1)

I might have missed something, but after following the tutorials I couldn't get the player character nor the enemies to animate correctly with Mecanim. I have them all marked as Mecanim in the database, but when the game runs, they just slide around without playing any animations. I did some debugging and found that the IsLegacy property always returns true even when the character is set to Mecanim. So for a quick fix I just hacked the code and returned false to get it to work. But perhaps I missed a step other than marking the character as Mecanim?

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  Dialogue with no Questions/Answers
Posted by: jason - 08-28-2018, 02:34 AM - Forum: Questions, Queries and Help - No Replies


I'm trying to set up a dialogue where the player character and an NPC have a simple back and forth with no questions or answers.  Example:
Player1: Hello
NPC: Nice day.
Player1: Yes it is.

When I set this up as a series of PlayerResponse/NPC Response it shows up in question/answer format, where the panel shows the NPC saying "Hi", with the response "Hello" underneath it.  Is there a way to just print each line on a new panel without doing question/answer?


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  Node tree organization and storage.
Posted by: Guppys - 08-17-2018, 02:00 AM - Forum: Questions, Queries and Help - No Replies

Is there a way to organize the node trees? Like a large amount of node trees into a folder to reduce the list in the node editor and also help keep track of related node trees. 

Is it possible to find the node trees in the project and copy them to put them into another project?

Also can I organize custom variables in a similar manner? 

While i'm here is there any limit to the number of Node trees or custom variables? And is there a way to change the name of a spawned gameobject?

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  Weird ghost image on all meshes
Posted by: Wrofir - 08-14-2018, 10:55 PM - Forum: Questions, Queries and Help - Replies (1)

I don't know when this started happening, recently built my computer, so its been a couple weeks before I touched my project. 
Either way this has been a problem for a short time and I have no idea how it started or how to get rid of it...

All of my 3d objects have this sword image ghosted on them...

Edit : This hasn't been around forever, it happened sometime after i started the project.

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  Node editor, Check for collider
Posted by: Guppys - 08-12-2018, 04:09 AM - Forum: Questions, Queries and Help - No Replies

Hi guys i'm new here and although I tried googling for myself I couldn't find the right information. Most likely because I don't know what i'm looking for. 

I want to check for colliders at a target xyz position before spawning a gameobject in.

Is there a way to check for colliders or other gameobjects in the node editor or is there a tutorial on adding new nodes to the editor. 

I think 'custom' call function might be what I need but i'm still too inexperienced to be able to use this without any information on it, if someone could point me in the right direction it would be greatly appreciated.

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  Is it possible to hide the cursor when using first person view?
Posted by: icetear - 08-09-2018, 11:00 AM - Forum: Questions, Queries and Help - Replies (3)


I want to create a game in first person view, but the cursor is always visible.
What I need is either the possibility to:

- activate the cursor only when needed e.g. to select a target


- have a fixed crosshair in the middle of the screen that determines the target (raycast)

I haven't found an option to enable one of these methods.
Is it yet possible?

Thank you very much
kind regards

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  Forum Registration and Ban Issue
Posted by: logicspawn - 08-03-2018, 01:11 PM - Forum: Announcements - No Replies

Hi Everyone,

There has been an issue preventing users from registering to RPGAIO recently and I've worked with my hosting provider and resolved this issue so you should now be able to register with no issues.

Also, as a result of this issue, some bans on spammers was causing a global ban to all users - and this has also been resolved.

Apologies to anyone who was mistakenly banned in the last couple weeks or was unable to register.

Sorry for any inconvenience.

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  Multiple Character Animation Controllers?
Posted by: alexsheppard - 07-24-2018, 03:09 PM - Forum: Questions, Queries and Help - Replies (3)

Hey, I was wondering if anyone has figured out if theres a way to have an entirely different animation controller active for having a different weapon type equipped.

The reason this is necessary in an RPG is because there are multiple weapon types but walking with a 2 handed sword should have a different walking animation than walking with, for example, a dagger. This way, when I change weapons to a dagger from a 2 handed sword, the "dagger contoller" becomes enabled and the "2 handed sword controller" becomes disabled. 

may be a long shot but worth an ask!!
thanks boys

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