Hi all again… Did anyone figure out how to deal with overlapping range visuals?
I’ve been trying to do it myself but all I could get with any line of code is to disable the
range and highlight the valid enemy. It would be nice to have top floor stop displaying
visual range if it is on top of bottom floor when aiming from above.
If you’re talking about floating visuals in empty air, I do recall somebody had solved it by checking the pathfinding to see if the spot was walkable.
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it is not quite the fix because the bottom floor does not display other possible walkable areas but it works well enough… I was considering using something like a custom maxRangeList where I go grid by grid adding valid ones to the list by raycasting for obstacles and using ShowGridPositionRange(selectedUnit.GetGridPosition(), shootAction.maxRangeList(), GridVisualType.RedSoft);
I will try it and see if it works in a bit… thanks.