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NPC Group beaming

rogue6800rogue6800 Member Posts: 213 Arc User
I have been attempting to create a moving character, this is work to a certain degree, but there is one nagging issue - beaming effects. Is there anyway to avoid this effect?

This is really quite ironic considering I have created a thread before on how to make contacts use a beaming effect. :rolleyes:

Here is a screenie of what I have: (Click to Enlarge)

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Post edited by Unknown User on

Comments

  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2015
    You can't remove the beaming effect, it seems to be a baked in property.

    That said, I know a little trick. The neutral Tag Captain 01 NPC group is friendly to players and lacks a beam in effect. You can reskin this as whomever you need. Just hid NPCs you don't nee behind a wall somewhere.
  • commandermiccommandermic Member Posts: 124 Arc User
    edited May 2015
    You can't remove the beaming effect, it seems to be a baked in property.

    That said, I know a little trick. The neutral Tag Captain 01 NPC group is friendly to players and lacks a beam in effect. You can reskin this as whomever you need. Just hid NPCs you don't nee behind a wall somewhere.

    It's not only the captain group, all neutral targs don't have a beam animation, except the single targ group, the same works with mastiff groups.

    But unfortunately, patrol routes won't work properly when you move away actors of a group. So as far as I know there is no way to make a single npc walking a patrol route without having this beam animation.
  • rogue6800rogue6800 Member Posts: 213 Arc User
    edited May 2015
    Ah, fantastic!

    I thought that the singles were without the effect, that clear things up.

    Thankyou once again!
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