I am looking for a way to create transparent rendinsts. I have tried creating new ones bases on _preview rendinsts but they disappear. Adding semi_transparent_render to a rendinst entity doesn’t work.
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Need to create preview entity with network_fortification_preview and then set previewTeam. You also can edit time in destroyInactiveTimeOut.
For edit rendinst you need change ri_preview__name.
Using entities.blk you can make it visible even if you not use engineer tools (need to remove onlyForEngineer tag). And/or remove time totally.
Entities.blk code.
network_fortification_visible_preview{
_use:t="replicating"
_use:t="semi_transparent_render"
_use:t="shred_outside_battle_area"
_use:t="fortification_builder_info"
_use:t="fortification_ai_target"
previewTeam:i=-1
buildingCost:r=0.0
maxCostReturnedOnDestructionMul:r=1.0
costReturnedOnDestructionMul:r=1.0
selectedPlacingColor:p3=0.2, 0.2, 0.2
enemyPlacingColor:p3=0.2, 0.0, 0.2
previewColor:p3=0.1, 0.1, 0.1
visibleDistance:r=100.0
actionTimerColor:p3=0.0, 255.0, 0.0
_replicated:t="building_builder__timeToBuild"
buildingRadius:r=0.0
buildingCenterOffset:p3=0.0, 0.0, 0.0
buildTypeId:i=0
buildingCostructedAtTime:r=0.0
building_builder__maxTimeToBuild:r=10.0
building_builder__timeToBuild:r=5.0
building_builder__distanceVerifyThreshold:r=1.5
grid_obj__gridType:t="vehicles"
grid_obj__fixedTmScale:r=1.0
"builder_server_preview:tag"{
}
_group{
_tags:t="server"
obstacle__initialStillTimeout:r=0.0
}
grid_obj{
}
"blockTerraform:tag"{
}
}
Well… And yeah… It will not have collsion.
Here is rendinst preview entities code (these entities already in game).
base_builder_preview{
_use:t="semi_transparent_render"
nextCheckGridObjectsTime:r=0.0
preview_render__enabled:b=yes
buildingCost:r=1.0
checkGridObjectsTimeInterval:r=0.3
transform:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
avaliableAngles:p2=-30.0, 30.0
buildingDistance:r=3.0
avaliableColor:p3=0.0, 0.2, 0.0
blockedColor:p3=0.5, 0.0, 0.0
warningColor:p3=1.0, 0.55, 0.03
additionalHeight:r=0.0
buildingBoxMin:p3=0.0, 0.0, 0.0
buildingBoxMax:p3=0.0, 0.0, 0.0
buildingNorm:p3=0.0, 0.0, 0.0
additionalBuildingTemplate:t="base_fortification_build"
buildingSoundTag:t="fortification"
yawRotationSpeed:r=90.0
additionalYawRotation:r=0.0
_tracked:t="additionalYawRotation"
building_inclination_angle__gridWidth:i=2
building_inclination_angle__terraformedAvailableAnglesMult:r=2.0
building_inclination_angle__modifiedHeightEpsilon:r=0.1
building_inclination_angle__maxAllowedHeightDelta:r=1.0
"build_attach__riexHandle:u64"{
value:i64=-1
_tags:t="server"
}
"builderGunEid:eid"{
}
"builder_preview:tag"{
}
"building__canDismantle:tag"{
}
}
base_rendinst_builder_preview{
_use:t="base_builder_preview"
semi_transparent__resIdx:i=-1
ri_preview__name:t="sandbags_wall_medium_rounded_a"
riPreviewResPreload{
}
}
sandbags_wall_2_preview{
_use:t="base_rendinst_builder_preview"
instantiateTemplate:t="sandbags_wall_2"
ri_preview__name:t="sandbags_wall_medium_rounded_a_mission_object"
savePreviewTeam:b=yes
buildingSoundTag:t="fortification"
building_builder__maxTimeToBuild:r=3.0
building_menu__text:t="building_tool/sandbags"
building_menu__image:t="building_wall"
}
You can clean code a bit.
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