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 Priority of rendered objects/ UI Implementation 
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Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
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Post Priority of rendered objects/ UI Implementation
Bit of a strange question here. In the GIF below, you can see the BG effect I borrowed from Lord Tim's Endurantism:

Now, Bad Boy's been able to implement UI elements as lua-controlled, multi-frame MOSRotatings pinned to the side of the screen for our DayZ mod, but they become "hidden" (just as the actor is in the above GIF) when they encounter one of these funky trees. Notice that the player's health and ammo counter do not get obscured, however. Glows will also render "on top" of the tree.

I realize this is a hacky .ini trick, and stuff like the health/ammo counter is likely hardcoded. But does anyone know if there is a variable that determines whether something will be obscured in such a way?

I guess I could rephrase the question as: Can objects set as HitsMOs = 0 and GetsHitByMOs = 0 be forced to render in front of everything else somehow?

Here's the code for the tree effect if it helps:


Thu Nov 13, 2014 7:10 am
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 657
Location: Halifax, Canada
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Post Re: Priority of rendered objects/ UI Implementation
Also, even if we can't solve this, can they be made to render over terrain at least?


Thu Nov 13, 2014 3:40 pm
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 657
Location: Halifax, Canada
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Post Re: Priority of rendered objects/ UI Implementation
We've managed to work around this though if anyone knows a solution that doesn't involve the lua drawing tools I'd love to hear it.


Fri Nov 21, 2014 4:58 am
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