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Virtual attach object #1739
Virtual attach object #1739
Conversation
Great. I love this |
Video: https://www.youtube.com/watch?v=iVuB8Z6OE7I I tend to be "Function Over Form", but I'm not sure how critical of an issue it will be for others. Given all of the issues with real objects, I think it's worth it. If people are ok with this then I'll try doing the same for explosives. |
I second that. @ViperMaul, @Glowbal, @KoffeinFlummi, I guess this is your call.
I agree. |
Hey, quick idea. For third person placement, we could offset the origin of the ray 30 cm to the right of the head, so it would be less likely the head obscure the placing position and it's easier to see where you are putting the thing. |
Don't think it will be one at all, usually you put it down in a few seconds after selecting it anyways. |
Yay! Over the shoulder third person action
|
What's the status on this? Just awaiting dev feedback? I think the benefits are worth the drawbacks. |
This is for attach, but the same idea could be applied to explosives which has had issues like
#1234 (Glitching items into the player moves them over the map).
Both systems want to show a virtual object when placing something.
Instead of
createVehicle
and updating it's pos every frame, this just show the p3d on the hud in the same position and scale as it would be if it were real.Pros: Zero network traffic, No physX collisions
Cons: Looks bad in 3rd person (it's rendered separately from the main scene, so there is no z-buffer), also no lighting/nvg effects: