There is an option in W3DFloorDraw to hide the floor at start, namely "StartHidden = Yes". This is all neat and all, but how can you make it visible? I tried a subobject upgrade, but that did not work. Is there a way to show/hide Draw modules?
"StartHidden" in W3DFloorDraw
#2
Posted 07 October 2014 - 07:48 AM
I believe it is. Have you tried to make the defaultConditionState empty, and an USER_X condition state where it shows the floor? You could just force it to have a model condition then and it should work...triggered by X upgrade
Edited by -SilverBane-, 07 October 2014 - 07:48 AM.
#4
Posted 08 October 2014 - 08:29 PM
You need to use a SubObjectsUpgrade module to show the W3DFloordraw module - in the ShowSubObjects = field, you specify the name you gave to the W3DFloorDraw module (usually ModuleTag_whatever).
Edited by DeeZire, 08 October 2014 - 08:29 PM.
#5
Posted 08 October 2014 - 10:02 PM
I tried that and double checked for typos, but this kind of code only seems to work for BFME 2.
This is my code:
Draw = W3DFloorDraw ModuleTag_DrawFloorV1 StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW ModelName = GBBlkSmith_Bib End Draw = W3DFloorDraw ModuleTag_DrawFloorV2 StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW ModelName = GBBlkSmthN_Bib StartHidden = Yes End
Behavior = SubObjectsUpgrade ModuleTag_SwitchFloors TriggeredBy = Upgrade_FloorUpdate ;// this upgrade is given to the object ShowSubObjects = ModuleTag_DrawFloorV2 HideSubObjects = ModuleTag_DrawFloorV1 End
Edited by Echo, 08 October 2014 - 11:39 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users