Posted: Mon Feb 15, 2016 12:50 am Post subject:
How to get updown gates to not hide things traveling over
Subject description: How to get updown gates to not hide things traveling over it
So my gates for the post part works great, when vehicle or guy walkes up to it, it closes then let's them through just like in Tiberian sun EXCEPT! the gate when closed hides things traveling 'over' it instead of being hidden, heres my code:
Code:
Rules:
[KamuixGateA]
UIName=Name:GATE5
Name=Nog Gate A
BuildCat=Combat
Strength=1200
Armor=steel
TechLevel=4
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=11
Owner=British,Germans
Cost=200
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.1
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no
; Light post
Image=ncgate_a
NOTE for ART: I tried switching CanHideThings to false and CanBeHidden to True i thought it would make sense for it to then work but that setting must be for something else. Then i trieds adding occupy heights and the flat setting lol
-SpecialZOverlay=nbgateza
This is what you're looking for. This is what is rendered over the unit and objects standing behind the gate.
The gate itself is rendered on ground layer.
Though IIRC RA2/YR broke the special render layer logic of gates, so it might be necessary to use keys like BibShape
e.g.
Put in BibShape the open gate image
Then make the last frame of the open-animation an empty frame, so the BibShape is all you see, while on other frames the open-gate animation is covering the BibShape _________________ SHP Artist of Twisted Insurrection: Nod buildings
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