#have you tried EntitySpawnParams?

1 messages · Page 1 of 1 (latest)

vivid path
#

That is nice and fine. The issue is with GM spawned entities. They align to ground.

umbral crest
#

ahh my bad i missed the gm part.

vivid path
umbral crest
#

lemme poke around

vivid path
#

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.

umbral crest
#

lolol if it works it works

#

if i find anything ill toss it here

ashen knoll
#

I was expecting that just setting angles would straighten it but no. Oh well, found another way.
owner.GetPhysics().SetAngularVelocity(straightenAngle);
🫠

#

😅

vivid path
#

My expectations are too damn high?

ashen knoll
#

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

umbral crest
#

SCR_HorizontalAlignmentcomponent?

ashen knoll
#

SCR_SlotCompositionComponent

#

OrientToTerrain method in that

umbral crest
#

im outclassed here ill see my self out o7

thin pewter
#

Isnt there a horizontal flag in the editable entity component?

vivid path
thin pewter
#

marioe noob

ashen knoll
#

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

vivid path
#

Thanks both of you. In the end, I found a satisfying way to handle my need.

thin pewter