#have you tried EntitySpawnParams?
1 messages · Page 1 of 1 (latest)
ahh my bad i missed the gm part.
lemme poke around
The 'ghost' aligns to ground and then the actual entity has the same position.
I was expecting that just setting angles would straighten it but no. Oh well, found another way.
owner.GetPhysics().SetAngularVelocity(straightenAngle);
Doing this within a really short time period gives the effect I want.
I was expecting that just setting angles would straighten it but no. Oh well, found another way.
owner.GetPhysics().SetAngularVelocity(straightenAngle);
ðŸ«
😅
My expectations are too damn high?
There is a component that causes this to straighten to terrain like this after it being spawned
It happens in EOnINit iirc
So anything before that will not work
I forgot the name of the component
SCR_HorizontalAlignmentcomponent?
im outclassed here ill see my self out o7
Isnt there a horizontal flag in the editable entity component?
Yes there is, and works. Thank you!
marioe noob
I understood he wanted custom behavior
That is where that is handled if he need sto modify that
But it is annoying because it is there
But also in an hyper hardcoded way too on GM main logic too
So you have to detangle it there too, and duplicate the logic
I had to fix a bug there a long time ago with supply boxes alignment on really big compositions
So if you need custom alignment, you need to modify the alignment on this component and also on the SpawnPreview logic of GM
Thanks both of you. In the end, I found a satisfying way to handle my need.
no u