This map is so much more awsome now that it is in version 4, i have tested it quite abit this map its so fun to try and get that last boss down or try and get an economy in wave so you can survive. Awesome map, looking forward to next projects from Vincent (cough nothing hinted here <.<)
I am also doing something similar to this and interested if their a work around.... Do u know if u can make a object follow the mouse? Than you could just create actors that are sorta transparent with the footprint loading on top of that...
i still use the bad solution. i hope there will be something you can use in the next mapeditor.
we are creating a build system from custom ui alone.
so the problem i cant find a solution for is.
i want to click a dialog button then i want a model of the building faded like when you click build on a normal buildability.
so if i press the button that is labeled pylon i would get a pylon following my mouse so i can place my tower.
right now i have it working like this. It is a suboptimal solution but onw that works right now. i would gladly recieve some help on how to do this in a better way, and what i would like the most is for it to behave like a normal build ability.
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@vincentgraymore: Go
This map is so much more awsome now that it is in version 4, i have tested it quite abit this map its so fun to try and get that last boss down or try and get an economy in wave so you can survive. Awesome map, looking forward to next projects from Vincent (cough nothing hinted here <.<)
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@vincentgraymore:
i have played this map and its awesome
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i still use the bad solution. i hope there will be something you can use in the next mapeditor.
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I have some trouble with my map,
we are creating a build system from custom ui alone.
so the problem i cant find a solution for is.
i want to click a dialog button then i want a model of the building faded like when you click build on a normal buildability.
so if i press the button that is labeled pylon i would get a pylon following my mouse so i can place my tower.
right now i have it working like this. It is a suboptimal solution but onw that works right now. i would gladly recieve some help on how to do this in a better way, and what i would like the most is for it to behave like a normal build ability.