Einlander Posted August 10, 2014 Posted August 10, 2014 I'm trying to make a Level of detail system, and i found that I can not hide children from a parent. I would like to suggest the ability to hide a child Ie: child:Hide() This would hide the child and leave the childs' children with the same properties (i hide a child and it's children is still visible.). Also the ability to hide all of a childs children ie: child:Hide(True). This would hide a child and all it's children, but leave its' parents alone. My experiments with children Attach this to the parent: function Script:Start() self.entity:Hide() rotation = Vec3(0,0,45) print(self.entity:CountChildren()) local child = self.entity:GetChild(0) print(child:CountChildren()) print(child:GetPosition():ToString()) local child1 = child:GetChild(0) print(child1:CountChildren()) print(child1:GetPosition():ToString()) child1:SetRotation(rotation) -- to check if we are actually manipulating the child of a child child1:Hide() -- the rotated csg should diassapear end Results: Quote
macklebee Posted August 10, 2014 Posted August 10, 2014 i found that I can not hide children from a parent. you are supposed to be able to hide children and hide the parent + children. EDIT3 --yeah its strange whats happening because it looks like the hierarchy is being broken, but the problem is being caused by the csg brushes being optimized into a singular mesh. If memory serves, you can fix that by either adding a mass to each csg brush or an empty script and then it wont happen. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
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