Scale.Z for Models

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Major Cooke
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Scale.Z for Models

Post by Major Cooke »

So I've been taking a page out of AFADoomer's book and looking into using models to replace D4D's double sprite stack-up beams that involves two actors and flipping the roll/angle/pitch around... But there's one tiiiiiny little problem...

The model's Z scale is being controlled based on how the model is exported (direction-speaking) and that makes this a lot trickier to control the length, width and height of the beams. Hell, even turning the beam to face directly up with the + section, exporting it and then using PitchOffset also induces this problem so I have to rely on things like pitch changing and adding on 90 to it real-time.
ZippeyKeys12
Posts: 111
Joined: Wed Jun 15, 2016 2:49 pm

Re: Scale.Z for Models

Post by ZippeyKeys12 »

Cooke, you always have some great feature requests
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