Question about collision layers

Post » Wed Mar 17, 2010 10:52 pm

I'm looking for a way to stop NPC's from going to a certain area of a cell but allowing the player to go there. I was thinking of just not navmeshing that area - but I've had some weird stuff happen when the NPC gets pushed or what not onto the area with no navmesh (remaining still, falling through floor, etc).

In the id games, you had: Clip (stops everything), PlayerClip (stops player only), MonsterClip (stops NPC's only), WeaponClip (stops projectiles only)

I'm searching for the MonsterClip equivalent.

TIA
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Gill Mackin
 
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Post » Wed Mar 17, 2010 11:33 pm

You could use collision Boxes and PushActor
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Harry Hearing
 
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Post » Thu Mar 18, 2010 5:18 am

Sorry, meant trigger boxes.
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No Name
 
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Post » Thu Mar 18, 2010 5:10 am

IIRC in the tutorial quest, in vault 101, where you battle the radroaches next to the classroom on your way out, there is a trigger that does just that - keeps the radroaches from moving farther into the cell. You could look for it.
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Damian Parsons
 
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Post » Wed Mar 17, 2010 8:31 pm

You could use collision Boxes and PushActor

Do you mean http://geck.gamesas.com/index.php/PushActorAway? Doesn't that knock them down?

IIRC in the tutorial quest, in vault 101, where you battle the radroaches next to the classroom on your way out, there is a trigger that does just that - keeps the radroaches from moving farther into the cell. You could look for it.

I've been looking over the vault 101 cells, found a few triggers for radroaches - but they seem to add a script package that makes them retreat (unless I missed something). I don't think that will work.

Thanks for the suggestions, I'll see if I can't figure a way to keep them out with a trigger.
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Kit Marsden
 
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Post » Thu Mar 18, 2010 1:46 am

I would positively approach this with the goal of doing something to make the NPC decide to not enter the area as opposed with something that blocks it and makes the NPC potentially try again. NPCs that feel they need to get somewhere are persistant, even to the point of clipping through solid objects and warping across areas without navmesh.
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Chavala
 
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Post » Thu Mar 18, 2010 1:40 am

Ya, I thought for sure there would be some type of collision that would absolutely keep them out. I could probably get a trigger to work (pushing them a little bit at a time), but there's a chance they will keep trying over and over.

I think I'm just going to put a low wall that I can jump over. Then the only way they'll make it over is if they're flying through the air. In which case, they're probably dead :). Might put a navmesh on the inside just in case they somehow make it over alive. Then I can put a trigger in there that will warp them out.

Thanks
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Suzy Santana
 
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Post » Thu Mar 18, 2010 1:55 am

Ya, I thought for sure there would be some type of collision that would absolutely keep them out. I could probably get a trigger to work (pushing them a little bit at a time), but there's a chance they will keep trying over and over.

I think I'm just going to put a low wall that I can jump over. Then the only way they'll make it over is if they're flying through the air. In which case, they're probably dead :). Might put a navmesh on the inside just in case they somehow make it over alive. Then I can put a trigger in there that will warp them out.

Thanks

Yeah that's Tarrant's point I think - the NPCs _Will_ find their way over the wall, even if it means they go right through it. If there is Navmesh there for the NPC to path-to, no script will keep them out in the end.
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Nicole M
 
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Post » Wed Mar 17, 2010 11:55 pm

Even if it's a separate navmesh? If so, I'll just scrap the inside navmesh all together.
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sexy zara
 
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Post » Thu Mar 18, 2010 1:24 am

Even if it's a separate navmesh? If so, I'll just scrap the inside navmesh all together.


No a separate Navmesh will do it - as the NPC will definitely Not try to cross the barrier (ever) in that case.

With the navmesh there, the NPC will just try and try and try and eventually clip-right-through.
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josie treuberg
 
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Post » Thu Mar 18, 2010 3:46 am

I still say adding a script package via trigger is the best way to get them to not go where you don't want them to. Its best, as Tarrant says, to get them to not want to go themselves. You could even add a scripted token with a timer to remove the package after a set duration.
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Cagla Cali
 
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Post » Thu Mar 18, 2010 12:43 pm

I still might use that in another place where it would look silly if they where there. But this one area, I don't want them to even consider trying.

Thanks
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Alyna
 
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