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Found 15 results

  1. 8 downloads

    These components allow you to have different colors outlines for your entities. Add MultipleOutlinesCamera Component your main 3D camera. You can set color via method or component field in the Editor or component method SetColor() Add MultipleOutlinesEntity Component to entity that you want to have an outline. You can disable/enable outline per entity with MultipleOutlinesEntity methods or all via MultipleOutlinesCamera.
  2. 1. Create two brushes 2. Attach one to another and add component to child (Mover for example) 3. Save parent brush as prefab 4. Add to map and load map 5. in debug you can see as conditions like "properties["movementspeed"].is_array()" can't be passed and component members are not getting values from component fields. Map and prefab examples:Test Files.zip
  3. 9 downloads

    Little component that can be used for Particle Emitter that should be deleted in time Temporary - will component keep entity pointer to delete it once time is out Reducing Effect - decrease particles Velocity and Turbulence with time Duration - time before entity pointer will be deleted Case uses: explosions, blood hits, bleeding effect etc.
  4. 1. Create entity with component that have entity field 2. Set an entity to this field 3. Copy entity with this component 4, In copied entity same field is looks empty, but in fact value is still there (checked in .ultra file), but can't be cleared with X button. After map reload value appeared.
  5. Dreikblack

    Lua WayMover

    9 downloads

    Component to move an entity to WayPoints: Move Speed - how much velocity entity will have while moving doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor Input "DoMove" - make entity move to next point Output "EndMove" - happens when entity stops after reaching final way point or if this way poiont has enabled doStayOnPoint
  6. 5 downloads

    Component-controller for top down camera Apply this component to Camera entity WASD and mouse near window border moves camera horizontally QE - to rotate camera Mouse scroll to lower/raise Put it in Components\Player folder
  7. 6 downloads

    Component-controller for top down camera Apply this component to Camera entity WASD and mouse near window border moves camera horizontally QE - to rotate camera Mouse scroll to lower/raise
  8. Dreikblack

    Lua WayPoint

    11 downloads

    Simple component which can be used to naviage bots or objects nextPoint - null if it's a final onem otherwise add another entity with this component to make a chain doStayOnPoint - can be checked by object that uses WayPoints to find out if it should stay after reaching this point and wait a command before moving to next one Put in Components\Logic folder
  9. Dreikblack

    WayMover

    6 downloads

    Component to move an entity to WayPoints: Move Speed - how much velocity entity will have while moving doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor Input "DoMove" - make entity move to next point Output "EndMove" - happens when entity stops after reaching final way point or if this way poiont has enabled doStayOnPoint
  10. Dreikblack

    WayPoint

    5 downloads

    Simple component which can be used to naviage bots or objects nextPoint - null if it's a final onem otherwise add another entity with this component to make a chain doStayOnPoint - can be checked by object that uses WayPoints to find out if it should stay after reaching this point and wait a command before moving to next one
  11. I'm not sure if it would be same for new objects with same component but in this case i made a prefab and copied it couple times In Load() i assign a pointer if it was not yet, but it is with first pointer in next component instances. I think something was changed in Ultra not too long time ago because i noticed this issue only recently in my game Expected: 3 assigns in 3 objects and 3 different values in result check in main. But have atm 1 assign due issue above and as result getting same value from same pointer: Example with prefab, map, main and component CompLoad&PointerIssue.zip
  12. atm only way to pass args to component Input seems to be using Connect() which could be used only in code for specific components. Output should pass to Input args for flow-graph flexibility. For example i would be able to pass a unit component from trigger to teleport exit
  13. 1. At start.ultra map copy a player. 2. Change a value in copied entity's ThirPersonControls. 3. First entity have same value now
  14. Made a prefab from player from default map, dragged to a map - no ThirdPersonControls component in it.
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