Hello,
I am using a creature template to make a force field using fx_energy_field as its special effect and appearance is air elemental.
Well I place them in the tool set and they are just right - but in game they are all over the place - eg to the left or right or up or down from where they need to be.
Does anyone know why this happens? How can I get them to stay where they are placed in the tool set? I tried baking but that is futile because the energy fielda are really creatures - could that be why?
I will try them as placeables or special effects and see what happens....
Objects 'move' - placed in tool set and 'move' in game
Débuté par
Morbane
, mars 12 2011 10:10
#1
Posté 12 mars 2011 - 10:10
#2
Posté 12 mars 2011 - 10:27
OK - made my force fields Placed Effects - all is well and good.
I guess using creatures is not a very precise science as far as placement.
I guess using creatures is not a very precise science as far as placement.
#3
Posté 12 mars 2011 - 11:09
Nope. Not only are creatures prone to move about sometimes, but their collision boxes might shift them a bit if they are too close to unwalkable areas or placeables. Had a similar problem myself with placeables and their col. boxes (when trying to spin them in place). Best I found was to place an IPoint and apply the VFX to that.
#4
Posté 13 mars 2011 - 04:36
That would explain it - the force fields themselves cannot block passage - they have collision boxes set on them - so the creature version of my force fields were getting bumped...
Thanks KM - now I get what was happening. But like I mentioned above - my ffs are placed effects now and they stay where they are supposed to now.
Thanks KM - now I get what was happening. But like I mentioned above - my ffs are placed effects now and they stay where they are supposed to now.
#5
Posté 13 mars 2011 - 04:49
Lagging reply entries appeared 4 hours later!
Modifié par Morbane, 13 mars 2011 - 09:46 .
#6
Posté 13 mars 2011 - 04:49
Bad lagggggg!
#7
Posté 13 mars 2011 - 08:11
Yes I agree KM's is the better way but I was just wondering, did you try changing the ‘Bump State’ from default to unbumpable?
#8
Posté 14 mars 2011 - 07:49
I thought about that but with a viable solution in place I did not try that. But if the situation should arise and a creature is the only way to go, that might be a solution to drifting objects.Alupinu wrote...
Yes I agree KM's is the better way but I was just wondering, did you try changing the ‘Bump State’ from default to unbumpable?
#9
Posté 14 mars 2011 - 03:30
Energy barriers as a placed effect? Genius! Wish I had thought of that a few weeks back... ah well....





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