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But if you just want to lock a few very similar tiles together, it should be good. Thoiugh keep in mind that there may be issues with snapping in those cases as the game might go to center-snapping for the newly created object and if you combine two tiles, the snap point might be in the center between them, not at the center of one of them.
If your tiles aren't square-shaped, then the combined object might also have some funny collision issues, because the game likes to default to square collision in certain situations.
If you want a more permanent solution, you should combine these tiles in an image editing program and make a simple 3D model for them though. That way you will have full control over all the properties including snapping and collision.
I am trying to use the combine attack tool (the one which's icon is 3 squares correct?). It glitches out so often that I haven't been able to get more than 10 tiles locked together without it glitching though.
The main way that it glitches is that it combines something that was nowhere near anything I used the tool on into my combined assembly so that now there's just a random thing stuck to it on the other end of the table. Is there any way to unlink? The other combine tools you can click on something and point the arrow elsewhere and it unlinks but that doesn't work with the combine select tool.
Also it's good to know that even when combined the peices still scale individually though, I had assumed uniform moving AND scaling was kind of the entire point of that tool.
And as I told you, for large amounts of things it could end up becoming glitchy.
To unlink, you click with the tool on the object, then drag into the void. You need to drag into the actual void, not the table, because else it will be joined to the table.
You must have misunderstood me with the scaling part - indeed the combined piece will scale uniformly. But I just found that joining lots of pieces together that all have been scaled individually will sometimes result in problems, in the form of some parts getting a different scale applied upon the join being completed. If you see it, you will know what I mean.
Another thing I should note is that it can help to make sure you combine-attach your objects in a certain order. I believe the object that you drag towards is considered the parent and the other one the child, if you are familiar with that concept in computer programs. So you should choose a center piece and then drag all the other ones towards it to join them, that should help reduce the glitchyness somewhat.
Regarding connecting to things on the other side of the table, I have no idea why it happens. It also happens with copy pasting as well. Initially I thought it was just me having my cursor over something when I copy pasted and the game counted what I had my cursor over as well as what I had selected, but then it happened with the combining tool where your cursor has to be over the thing you're connecting for it to function so I have no idea what causes it. It's annoying as all hell though.
Also regarding dragging things to the void, is there a specific section of it? I have tried dragging upwards over the thing being selected and on to the background image (due to the size of the table and how zoomed in I am making that the only possibility) and that at least didn't work.
Regarding the void again, I tried instead of just dragging it off in to the void leveling my camera off with the table then dragging straight up and that worked (though the specifics of how it breaks the combined object is a little odd). I wonder if me using that adjustable sized table mod is causing it to glitch out in some way. I know one side of the table has an invisible and seemingly unselectable box on it that can cause issues. Only table I could find that can handle shadowrun shooting ranges though.