I rewrite "check if spectre in fov" logic. Now shader turns on before player actualy see spectre sprite, if player walk from the corner to spectre.
I dont know much about shaders, I just say/suggest that I can do so.
I rewrite "check if spectre in fov" logic. Now shader turn on before player actualy see spectre sprite, if player walk from the corner to spectre.
I dont know much about shaders, I just say/suggest that I can do so.
I've been trying to make it so only the nearest Spectre to the player has the WRAN sprite and all others are TNT1 but nothing I've tried works. This is for the Alt version btw.
I was also wondering, seeing that SetOrigin interpolates between ticks, could it be used with a dummy actor to retrieve smoothing offsets for the vertex data?
Pixel Eater wrote:I'm hoping the bounding box can follow the Spectres faster than 35fps.
That's a really good point I hadn't thought of and definitely means the sprites need to be shrunk back down from their wall-sizednessApeirogon wrote:Because players can see same spectre from different distantion. For one player it can be closest spectre, while for another not.
That would be awesome and I'm curious to see how you do itSo, maybe better change sprite of UNSEEN to player spectres to tnt1!?
Apeirogon wrote:Pixel Eater wrote:I'm hoping the bounding box can follow the Spectres faster than 35fps.
viewtopic.php?f=18&t=59702&hilit=tick
And actualy, after I half done "tnt1 to wran" sprite system, I realize that this way, check distance to CLOSEST player, dont compatible with multiplayer.
Wish I could weigh in but I've got no idea.I mean, if at one computer spectre would have tnt1 sprite, and at other same spectre would have wran sprite, this is cause desynchronization, no!?
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