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40k drop pod re entry
40k drop pod re entry




40k drop pod re entry

I instantiate the prefab at the UnitSpawnPoint location and the VFX plays out. When Drop Pods is selected, they need to plummet from the sky during spawn. And I wired it all up for the designers and spawn it during the game.įirst, I had to add a new SpawnMethodType so that designers could specify when a lance should spawn with this new animation. Will worked up a VFX and designed a ParticleSystem that had the flaming Drop Pod slamming into the ground and then kicking up a huge cloud of debris (and built a separate one for each biome). The dropships are so large that the wings will clip right through the buildings in the flyby animations and that just won't do. Tall skyscrapers sometimes prevent a dropship from coming in to drop off mechs. The Urban environment is a lot more cramped than the open terrain maps of old. Of those, drop pods are the coolest so let's talk about that. >.< I cleaned up some performance fallout, worked on updating region labels, and put some finishing touches on drop pods. The reward for fixing a bug is you get more bugs to fix.

40k drop pod re entry

A bug fixing contest is a lot like a pie eating contest. The last few weeks I've been in an unofficial bug fixing contest. However, please note I am unable to answer any questions about new/unconfirmed features.

#40k drop pod re entry free

Feel free to ask questions about these posts or give me suggestions for future topics.

40k drop pod re entry

I've recently been given permission to write up articles about some of the things I work on which I hope to post on a semi regular basis. I'm Chris Eck, and I'm the tools developer at HBS for the Battletech project.






40k drop pod re entry