LiQuiD911 Posted March 5, 2015 Posted March 5, 2015 That's why you bring a bomb expert with grapling hook or muscle fiber density :)
LiQuiD911 Posted March 8, 2015 Posted March 8, 2015 (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 March 8, 2015 by LiQuiD911
Zyxpsilon Posted March 8, 2015 Posted March 8, 2015 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.
LiQuiD911 Posted March 11, 2015 Posted March 11, 2015 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
Zyxpsilon Posted March 12, 2015 Posted March 12, 2015 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??
johnnylump Posted March 12, 2015 Posted March 12, 2015 Liquid911 is working on vanilla. And that's not really a map and terrain issue.
Zyxpsilon Posted March 12, 2015 Posted March 12, 2015 Oooopppss.. my bad then. (( Still -- any chances, JL? ))
LiQuiD911 Posted March 12, 2015 Posted March 12, 2015 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
wghost81 Posted March 12, 2015 Posted March 12, 2015 Yes, it is used for bomb missions to trigger "found the bomb" event.
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