Hello, I've recently come to realize that in my map; occasionally so many spells and abilities are cast at the same time that it will completely cover up the hero's actor model, making it impossible to know where you are and to target any other enemies within the spell effects as well.
It's not a "huge" problem, but towards the end of the game it starts to get bad at times. Is there any way to make specific actor models "ghost" through spell effects? I don't want the model to just be rendered on top of them or anything, I was more or less thinking of a red outline or silhouette around the hero and boss units, so that you can still see the spell effects but also know where you and other units are within the spell effects.
The most obvious answer is usually the best. Tone down the effects?
To answer your question, you can add a halo via actor messages. Forgot the exact term. Halo on? Anyway, I'd still recommend toning down the effects as this doesn't really solve anything, just overlays more effects onto existing effects like some kind of effeception.
When you say tone down, what do you mean? Like making them more transparent? I've tried using the actor event "set opacity" with little success. Honestly though, it's not so much just one or two effects.. This is only a problem when all three heroes are blasting all their cooldowns at the same time towards the end of the game, which is only about 2% of total game time i would estimate.
I'm gonna look into the halo effect, thanks for the tip.
When you say tone down, what do you mean? Like making them more transparent? I've tried using the actor event "set opacity" with little success. Honestly though, it's not so much just one or two effects.. This is only a problem when all three heroes are blasting all their cooldowns at the same time towards the end of the game, which is only about 2% of total game time i would estimate.
I'm gonna look into the halo effect, thanks for the tip.
i think what he means by "tone down" is to make the abilities more... modest. Something along the lines of reducing the number of special effects, explosions, lasers etc2 to a reasonable amount. That way things are more visible. I still dont believe how three heroes blasting their cooldowns could cover up the player's view O_o
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Hello, I've recently come to realize that in my map; occasionally so many spells and abilities are cast at the same time that it will completely cover up the hero's actor model, making it impossible to know where you are and to target any other enemies within the spell effects as well.
It's not a "huge" problem, but towards the end of the game it starts to get bad at times. Is there any way to make specific actor models "ghost" through spell effects? I don't want the model to just be rendered on top of them or anything, I was more or less thinking of a red outline or silhouette around the hero and boss units, so that you can still see the spell effects but also know where you and other units are within the spell effects.
Any help would be greatly appreciated.
The most obvious answer is usually the best. Tone down the effects?
To answer your question, you can add a halo via actor messages. Forgot the exact term. Halo on? Anyway, I'd still recommend toning down the effects as this doesn't really solve anything, just overlays more effects onto existing effects like some kind of effeception.
When you say tone down, what do you mean? Like making them more transparent? I've tried using the actor event "set opacity" with little success. Honestly though, it's not so much just one or two effects.. This is only a problem when all three heroes are blasting all their cooldowns at the same time towards the end of the game, which is only about 2% of total game time i would estimate.
I'm gonna look into the halo effect, thanks for the tip.
i think what he means by "tone down" is to make the abilities more... modest. Something along the lines of reducing the number of special effects, explosions, lasers etc2 to a reasonable amount. That way things are more visible. I still dont believe how three heroes blasting their cooldowns could cover up the player's view O_o