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[ 6 posts ] |
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Dre@m
Joined: Sun Nov 15, 2009 7:34 pm Posts: 29
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[QA] View Limiter
Yet another of my little questions, made a few of these now.
Is it possible to draw an overlay over an actor that blocks their vision to a small area, also disabling the ability to look around with Q/E.
I wasn't sure if it was wise to have an overlay that is 3 times the length of the map especially if it's quite large, as it might cause some major lag issues. If there is some alternative it might be better.
The overlay has to cover up everything, the little health bars of enemies, the enemies themselves, any particles.
So, is it possible?
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Wed Jan 20, 2010 5:24 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [QA] View Limiter
Good news, this is coming in the next build afaik. Not only it will hide units, but also bunkers and secrets underground if I remember right.
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Wed Jan 20, 2010 5:52 pm |
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Dre@m
Joined: Sun Nov 15, 2009 7:34 pm Posts: 29
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Re: [QA] View Limiter
That's hardly good news, how long is it until the next build, I doubt anyone knows.
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Wed Jan 20, 2010 6:12 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [QA] View Limiter
Well I dont know about that part, but hey, its going to be a hard coded, official feature, so modders wont need worry about doing crazy hacky ♥♥♥♥ that might end up too laggy anyway.
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Wed Jan 20, 2010 6:36 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: [QA] View Limiter
numgun wrote: Well I dont know about that part, but hey, its going to be a hard coded, official feature, so modders wont need worry about doing crazy hacky ♥♥♥♥ that might end up too laggy anyway. If it's not disable-able i'm gonna ragequit CC.
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Thu Jan 21, 2010 9:49 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: [QA] View Limiter
If not toggle-able in options, I'm sure the sight range of a unit is entirely moddable, so just make a "radar" thingy that has a sight range of >9000.
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Thu Jan 21, 2010 9:58 pm |
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