Yes, use a new mover that is faster than the old one. You can set the new mover to be a child of the old mover and just change its speed value (or maximum speed value depending on how the mover works).
Changing the visual radius field on the model did not make it render from a further distance as far as I could tell. I need a beam to be visible from across the map.
I have no need for the little number 0 that shows up in the bottom right corner of a weapon since in my map weapons life and shields can't be upgraded. Is there a way to remove it (and the little box it is set in)?
I have no need for the little number 0 that shows up in the bottom right corner of a weapon since in my map weapons life and shields can't be upgraded. Is there a way to remove it (and the little box it is set in)?
Thanks, now my issue is how do I scale the shield graphic to the appropriate size of each shielded unit? Is there an easy way to do this? Or is there some way for the shield actor to detect which effect it was struck by? That would be the most useful, as I have some effects which run 16 times a second and I want them to only have an opacity of .125 so the target doesn't glow like a lightbulb.
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I'm trying to solve a similar problem. How do you determine who the player source is in the Unit Filter validator?
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You can also enumerate an area to check if there are any burrowed units in it.
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Can you omit any unused campaign units to save room for your units?
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As SuperEvil said make the model actor inherit visibility.
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If you make the mover have a 3d arrival test it works with an offset of 0,0,Z
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Make the stalker temporarily untargetable.
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Its actually really simple, what mover do you use on your projectile?
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Yes, use a new mover that is faster than the old one. You can set the new mover to be a child of the old mover and just change its speed value (or maximum speed value depending on how the mover works).
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Have the upgrade switch the missile's mover to a faster mover.
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Changing the visual radius field on the model did not make it render from a further distance as far as I could tell. I need a beam to be visible from across the map.
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I have no need for the little number 0 that shows up in the bottom right corner of a weapon since in my map weapons life and shields can't be upgraded. Is there a way to remove it (and the little box it is set in)?
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I want certain models to render no matter where your screen is on the map, how can I do this?
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I have no need for the little number 0 that shows up in the bottom right corner of a weapon since in my map weapons life and shields can't be upgraded. Is there a way to remove it (and the little box it is set in)?
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I am still looking for someone to edit bounding spheres for me, this is a serious problem in RUST as beams may span the entire map.
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Thanks, now my issue is how do I scale the shield graphic to the appropriate size of each shielded unit? Is there an easy way to do this? Or is there some way for the shield actor to detect which effect it was struck by? That would be the most useful, as I have some effects which run 16 times a second and I want them to only have an opacity of .125 so the target doesn't glow like a lightbulb.