Sorry I keep making loads of posts to ask things, its because they are quite specific questions and its hard to find the answers online.
I just had some questions about stacking objects, for example;
Placing a euro high rise building, then copying it and raising the height of the copy to the best position so it makes it look like the building is now taller (making a sky scraper basically).
Some buildings it actually looks pretty decent if they dont have obvious floating doors and you position it exactly right, altho there is always some over-lap and it looks glitchy at times but I can live with that.
Issues with this are:
- It can look glitchy on some buildings
- You could only garrison the bottom one
- If you damage any of the stacked buildings then you get floating debris etc and it looks bad, haha
So I was just going to use them as aesthetics really on the edge of a map, which are indestructible and not garrisonable.
Have any of you guys played around with this idea before?
Other things I have been doing is like stacking crates and barrels in the back of a truck or whatever. But I have a question, not all objects can be stacked. A 100$ money crate wont stack for instance and will go to the floor in game, I had a look in scripts to see if I could find anything relating to gravity/physics etc but nothing jumped out at me.
Is there a way to make such objects levitate or sit on top of something else?
Specifically I wanted a money crate that floats off the ground a bit.
Oh yea and one last question, whats the most objects I can get away with on a 1v1 map before it starts causing lag and things, reading the world builder manual they recommend like 100 max but lol I want way more obects then that. IDK how many but would be say 400 obects ok? The limit is 1800 on the map right before a crash, if I used 400, theres no way two players going to have 1400 units so that should be ok yea? The reason for so many objects is I want to make highly detailed maps.
Edited by user Monday, April 20, 2020 4:58:26 PM(UTC)
| Reason: Not specified