![]() |
|
|
#1 |
|
LEFT
Join Date: Jan. 10th, 2002
Posts: 755
|
When i use this in my custom GUIpage
Code:
function bool InternalDraw(Canvas canvas)
{
local vector CamPos, X, Y, Z;
local rotator CamRot;
if(bRenderDude)
{
canvas.GetCameraLocation(CamPos, CamRot);
GetAxes(CamRot, X, Y, Z);
SpinnyDude.SetLocation(CamPos + (SpinnyDudeOffset.X * X)
+ (SpinnyDudeOffset.Y * Y) + (SpinnyDudeOffset.Z * Z));
canvas.DrawActor(SpinnyDude, false, true, 90.0);
}
return false;
}
__________________
Last edited by Wormbo; 5th Oct 2003 at 04:46 PM. Reason: linebreak in long line of code |
|
|
|
|
|
#2 |
|
set it to bHidden if it isnt already. Unhide the first person view of a weapon and youll get the same effect.
__________________
How can you challenge a perfect immortal machine? |
|
|
|
|
|
|
#3 |
|
LEFT
Join Date: Jan. 10th, 2002
Posts: 755
|
Actually i've found the error.
It was the difference in the fov.
__________________
|
|
|
|
|
|
#4 |
|
I've also noticed this bug a lot, and I wasn't sure why. However when I only made sure that one SpinnyDude was being spawned it stopped happening. I didn't realise it had to do with the FOV
|
|
|
|
|
|
|
#5 |
|
LEFT
Join Date: Jan. 10th, 2002
Posts: 755
|
Well if you draw it like this
Code:
canvas.DrawActor(SpinnyDude, false, true, 90.0); So if the current fov is 85 you'll see the double dude, since he's being drawn by the engine before the GUI is drawn. Making sure same fov is used the other completely overlaps the first, so you dont see the first being drawn (you cant stop it from being drawn by the engine). So just use this instead Code:
canvas.DrawActor(SpinnyDude, false, true);
__________________
|
|
|
|
|
|
#6 |
|
Yes but to draw SpinnyDude you must spawn it in the level too. I think I destroyed the one in the level...
Thanks for the knowledge though. |
|
|
|
|
|
|
#7 |
|
LEFT
Join Date: Jan. 10th, 2002
Posts: 755
|
Of course, you must destroy it when exiting the menu.
__________________
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|