- Joined
- Jul 6, 2008
- Messages
- 11,326
Is there any way to safely morph or modelswap colonist units so that you could return them to their original state (same portrait/model/texture they originally were spawned with)? If I modelswap them back into colonists trough actor events it just turns them into a placeholder ball, if I remove their actor and have it replaced by another unit actor, just to recreate previous unit actor, be it trough a behavior or a morph into a different unit, they get a completely different model, texture and portrait. If I just make their previous unit actor hidden trough actor events and attach another unit actor to the unit, once the unit turns back it gets all messed up and unselectable. If instead of creating a new unit actor I create a model actor, while having the original unit actor invisible, the model actor doesn't play any of the movement animations.
So, how do I implement colonist portrait and skin persistency after a model swap? I kinda want to assign the colonists jobs like "miner" or "worker" and make them switch to appropriate models, while maintaining their individuality.
So, how do I implement colonist portrait and skin persistency after a model swap? I kinda want to assign the colonists jobs like "miner" or "worker" and make them switch to appropriate models, while maintaining their individuality.