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.
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 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.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
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.
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.