![]() That said, would it be possible to eliminate cursor clipping/collision/whatever for walls, fences, and trees in assembly mode? Like how we can click through objects when laying floors, regardless of what's in the way. The player should not have to brute-force and work around a collision (or whatever it is on the back end) issue that otherwise would not happen without the automatic POV change. With this system under your belt, you’ll never feel. And taught to thousands of students who are now making 41,785, 55,000 and even 78,000 per deal. ![]() ![]() This is the exact same system we’ve used to flip 600 homes and generate 57 million in business. But that can take much fussy trial and error, wasted money, and the eventual placement that may not look good, or even force a full area redesign leading to more wasted money.īoth of those are really frustrating for an otherwise zen-like game. Our Proven Find, Fund, Fix, Flip and Hold System. I have to change the angle or rotate them so the POV doesn't put me in the neighbor's yard.Ģ) Move or fix the placement of the object purely with the assembly POV in mind. I run across this a lot when trying to build larger structures near fences, like the playground or big tents. Nothing responds to the cursor, and all that's left is to ESC out of assembly mode.Īt that point the only options for the player are:ġ) Break down the walls in the way - though this cannot be done for non-editable structures like perimeter fences or outer house/garage walls. I can see the part to assemble through the wall, but the actual wall prevents clicking on any of the parts to continue assembly. But when I click to assemble, the POV that sweeps around sometimes ends up placing me behind a wall during one of the assembly steps. The item will fit fine and be a 100% valid placement according to the game. I've come up against an annoying issue when trying to assemble things in close quarters, or near existing walls or fences (or even trees in a couple of cases).
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