Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
Priority of rendered objects/ UI Implementation
Bit of a strange question here. In the GIF below, you can see the BG effect I borrowed from Lord Tim's Endurantism:
Now, Bad Boy's been able to implement UI elements as lua-controlled, multi-frame MOSRotatings pinned to the side of the screen for our DayZ mod, but they become "hidden" (just as the actor is in the above GIF) when they encounter one of these funky trees. Notice that the player's health and ammo counter do not get obscured, however. Glows will also render "on top" of the tree.
I realize this is a hacky .ini trick, and stuff like the health/ammo counter is likely hardcoded. But does anyone know if there is a variable that determines whether something will be obscured in such a way?
I guess I could rephrase the question as: Can objects set as HitsMOs = 0 and GetsHitByMOs = 0 be forced to render in front of everything else somehow?
Here's the code for the tree effect if it helps:
Code:
AddEffect = Attachable InstanceName = Portal Door PinStrength = 10000 Mass = 1 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = DayZ.rte/Scenes/Trees/black.bmp FrameCount = 1 SpriteOffset = Vector X = -1 Y = -1 AngularVel = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Door Metal Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Door Metal Resolution = 6 Depth = 4 DeepCheck = 1 JointStrength = 30000 JointStiffness = 1 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 0
//////////////////////////////////////////////////////////////////// // Magic Trees
AddEffect = ADoor AddToGroup = Trees (Magic) InstanceName = Magic Tree A Mass = 1 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = DayZ.rte/Scenes/Trees/TreeA.bmp FrameCount = 1 SpriteAnimMode = 1 SpriteAnimDuration = 1 SpriteOffset = Vector X = -5 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 PinStrength = 10000 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery Status = 0 Health = 100 Team = -1 CharHeight = 40 Door = Attachable CopyOf = Portal Door OpenOffset = Vector X = -21 Y = 0 ClosedOffset = Vector X = -20 Y = 0 DoorMoveTime = 10 ClosedByDefault = 1 ResetDefaultDelay = 1000 SensorInterval = 99999999 AddSensor = Sensor StartOffset = Vector X = -48 Y = 50 SensorRay = Vector X = 0 Y = 0 SkipPixels = 99999999
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