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Posted (edited)

Well this is wierd.. I was tweaking the map when LOS kicked in, that car is not supposed to cast sightliness, its not even full cover. Don't mind the floor, there is an invisible block on the car that allows to walk on it.

 

http://i.imgur.com/fa0irK7.jpg

 

Also, I've managed to add new destructible actor actions to existing objects, we can make rocks catch fire and explode xD

Edited by LiQuiD911
Posted

Speaking of "Invisible block that allows walking on it"... i'm fairly sure you already are aware of this much too.

 

The last doorway giving access to the main room on "Alien Base" maps has two such tricky tiles that always slightly push up anyone that steps on it.

Posted

I did some tests, we can upgrade any cover to Vision Blocking by streaming objects on top. New cover in the open does not block LOS

 

 

 

http://i.imgur.com/ZzHzODd.jpg

 

 

 

 

http://i.imgur.com/iaQX5Vb.jpg

 

 

 

 

http://i.imgur.com/FnD8eDa.jpg

 

 

 

 

http://i.imgur.com/5E4tOqT.jpg

 

 

 

 

http://i.imgur.com/FEhch9c.jpg

 

 

Posted

In your last image... i can see the Meld-Canister Timers are properly activated as they should -- always. Does that mean that we can now *HOPE* these can get fixed also for the LW maps where more than two are being used??

Posted

Oooopppss.. my bad then. (( Still -- any chances, JL? ))

Posted

I found the class XComSquadVisiblePoint

 

 

 

 

class XComSquadVisiblePoint extends Actor
hidecategories(Navigation)
placeable;

var export editinline SpriteComponent VisualizeSprite;
var() XComNarrativeMoment Narrative;
var protected bool TriggeredNarrative;
var() bool bHighPriorityCamera;
var XGAction_NarrativeLookAt kAction;
var() name nmRemoteEventToTrigger;
var() name nmRemoteEventToTriggerOnNarrativeComplete;
var() float fMinSightPercent;

 

 

I haven't tested it but I'm almost sure that we can add dialogue triggers to maps

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