corvusHaunt
New Member
- Reaction score
- 96
Yes, and yes.
Just remember that trackables, whether you make them invisible or not, take rendering power and/or memory. Not to mention that you need to use the gamecache to fetch handle values like coordinates and the like, so don't plan on using these in an intense high-action or large map (assuming you place alot of these). This problem would be much smaller if you could move and destroy trackables; and eliminated if there were natives regarding cooridinates and such; but sadly, no such natives exist.
Don't let that discourage you. Filling a big map with these is not a good idea, but used in moderation (as in, a medium sized maze, or small area), they can greatly enhance gameplay. After all, would you rather have to order your unit every time or just click on the ground?
The camera thing can also be done, and would be a great addition to a cinematic, mini-game, or even a sniper-type map to allow control of the camera.
I am the co-creator of this tutorial, and I approve this bump.
Just remember that trackables, whether you make them invisible or not, take rendering power and/or memory. Not to mention that you need to use the gamecache to fetch handle values like coordinates and the like, so don't plan on using these in an intense high-action or large map (assuming you place alot of these). This problem would be much smaller if you could move and destroy trackables; and eliminated if there were natives regarding cooridinates and such; but sadly, no such natives exist.
Don't let that discourage you. Filling a big map with these is not a good idea, but used in moderation (as in, a medium sized maze, or small area), they can greatly enhance gameplay. After all, would you rather have to order your unit every time or just click on the ground?
The camera thing can also be done, and would be a great addition to a cinematic, mini-game, or even a sniper-type map to allow control of the camera.
I am the co-creator of this tutorial, and I approve this bump.