Connect Makinom and ORK Framework with this plugin.
Connect Makinom and ORK Framework with this plugin.
This plugin connects Makinom and ORK Framework. If you’re creating an RPG using ORK, this plugin can help you bring new gameplay mechanics into your game using Makinom’s schematics and machines.
The plugin is available for free, the latest version is 1.1.1.
Before importing the plugin into your Unity® project, make sure you’ve got Makinom and ORK Framework imported in it. You’ll need at least Makinom 1.10.1 and ORK Framework 2.14.3 to support the plugin.
The plugin will be imported into Assets/Makinom/Plugins/, but you can move it to a different location if you want.
To add the plugin to Makinom, open the Makinom editor and navigate to Editor > Plugins. Either add a new plugin or change an existing one (e.g. if you haven’t added a plugin yet, you can edit the default plugin).
Click on Load Plugin to load the plugin with the defind settings.
You don’t need to enable any of the Call Settings in this plugin.
To add the plugin to ORK Framework, open the ORK Framework editor and navigate to Editor > Plugins. Either add a new plugin or change an existing one (e.g. if you haven’t added a plugin yet, you can edit the default plugin).
Click on Load Plugin to load the plugin with the defind settings.
You don’t need to enable any of the Call Settings in this plugin.
Some of the ORK-Makinom Connectin Plugin’s functionality can optionally be activated in the plugin’s settings in Makinom and ORK Framework.
Cross saving allows saving Makinom save game data with ORK Framework save games and ORK Framework save game data with Makinom save games. It’s crucial to only activate this feature in either Makinom or ORK Framework – otherwise you’ll create a save game loop wich will crash your game.
Activate the feature only in the product that will handle your save games. To activate it in Makinom, enable Save ORK in the plugin’s settings. To activate it in ORK Framework, enable Save Makinom in the plugin’s settings.
Blocking player or camera controls can be forwarded between Makinom and ORK Framework – e.g. blocking the player control in ORK Framework can also block the player control in Makinom (which can be used to change a game state, preventing machines from running).
To forward player control blocks, enable Forward Block Player in the plugin’s settings. To forward camera control blocks, enable Forward Block Camera in the plugin’s settings.
You can use Makinom machines for player (and camera) controls in ORK Framework. Set up a Game State Conditions in the machine’s inspector to block the execution, e.g. when the In Control state is inactive.
Forwarding the player control block in ORK Framework will also cause player control blocking in Makinom – using the game state’s auto activate/inactivate settings to activate on Unblock Player Control and inactivate on Block Player Control will handle changing the game state.
You can forward ORK’s player game object to Makinom to be automatically used as Makinom’s player object. This happens each time the ORK player is spawned or the player control is transfered to a different combatant.
The ORK-Makinom Connection Plugin adds new schematic nodes to Makinom. The nodes are avaialble in Plugins > ORK Framework.
This node will start a defined ORK game event asset using game objects as event object and starting object. The schematic can optionally wait for the event to finish executing.
This node stores ORK game variables into Makinom variables. You can use it to transfer variables from ORK Framework to Makinom.
This node stores Makinom variables into ORK game variables. You can use it to transfer variables from Makinom to ORK Framework.
When starting ORK game events with the ORK Game Event node, you can use an ORK Set Variables node before starting the game event to forward some variables to ORK that can be used in the game event.
If you want to use results of the game event in Makinom, use an ORK Get Variables node after the game event (requires to wait for the event to finish) to get variables from ORK – or use a Makinom Set Variables step in the game event.
The ORK-Makinom Connection Plugin adds new event steps to ORK Framework. The steps are avaialble for all event types in Plugin Steps > Makinom.
This step will start a defined Makinom schematic asset using game objects as machine object and starting object. The event can optionally wait for the schematic/machine to finish executing.
This step will start Makinom tagged machines using defined starting tags and game objects as machine object and starting object. The event can optionally wait for the machines to finish.
This step stores Makinom variables into ORK game variables. You can use it to transfer variables from Makinom to ORK Framework.
This step stores ORK game variables into Makinom variables. You can use it to transfer variables from ORK Framework to Makinom.
When starting Makinom machines with the Makinom Machine step, you can use a Makinom Set Variables node before starting the machine to forward some variables to Makinom that can be used in the machine.
If you want to use results of the machine in ORK, use a Makinom Get Variables node after the machine (requires to wait for the machine to finish) to get variables from Makinom – or use an ORK Set Variables node in the used schematic.