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enhancement - when a mover exists for an object, indicate that on it's instance Mover tab #524

@ghramsey

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@ghramsey

When mucking about in androidlab I moved the EMP and Molotovs from the loot room outside the android showroom.
I think I deleted them actually vs merely moving them off screen.

I replaced their locations with non-offensive pickup items noisemakers and flashbangs.
But in game the static renderings of the Molotovs and EMPs remained due to Mover entries.

Until I went in-game and found this though I didn't have any way to know the Mover existed for each. It doesn't show up in Unity.

Can you make it so the Mover tab lights up for the composite instance if a Mover exists for the object?
As it is the Mover tab on the molotovs are greyed out. All of the tabs are on this one in the screenshot,
but the other two have references and zone entries.

The Movers for the EMP and Molotovs were buried on the Required Asessets> Weapons>Base_TP folder.
On the Pickups composite and instances the Mover tab is greyed out.

Image Image

This would also have helped when after porting that blueprint to Hab_Airport.
I thought the positioning had a bug until I thought about checking for a Mover entry which turned out to be correct.

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    [TOOL] Script EditorThis issue applies to the script editor within OpenCAGE.enhancementSomething which will improve the user experience.

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