One-way collision layers, how does one go about making one?

Post » Thu Jan 30, 2014 1:15 am

So i have a platforming puzzle, more like combat on small catwalks, and I want to prevent the player from shortcutting at a small junction. After they get to the end however i have no problems with them jumping down, through, or across.

Naturally I did some homework and found that collision layers were an easy thing to install. But is there a way to make it one way blocked and the other have no resistance?

I figure i could have triggers to enable to disable but that seems more complex than just altering the puzzle or seeing if there was such a thing as a one sided collision layer.

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Heather Stewart
 
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Post » Thu Jan 30, 2014 12:53 pm

Don't know anything about one-way collision. I suggest you simply disable it when player enters trigger. Nothing complex here. There should be a default script for this, so you don't even need creating a new one.

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Davorah Katz
 
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Post » Thu Jan 30, 2014 7:12 am

Rather simple. There are already one-way collision meshes in the game. For instance: wrintfloordirtmid01.nif

Edit it and give it a new ID, then check "is marker"

https://picasaweb.google.com/lh/photo/3eQ45DQCxaNgkv1ZZMiJGNMTjNZETYmyPJy0liipFm0?feat=directlink

and rotate it to your liking. The piece will be visible in the CK (as long as you did not untick the M for markers) but will be invisible in the game.

You can walk through from the untextured side but not from the other side.

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Leonie Connor
 
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Post » Thu Jan 30, 2014 5:47 am

You can make any objet a marker so it will be visible only in CK? Cool, didn't know that. Also, you mean that markers still have meshes, but don't have textures?

About collision: maybe I'm wrond again, but I'd still suggest using trigger and Disable() to do that. I'm not sure that one-way collision always works fine. It hasn't ever been used in default game.

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Lawrence Armijo
 
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Post » Thu Jan 30, 2014 10:41 am

This is an original mesh with textures that are set invisible by the "is marker" flag.

Why should the collision/no collision not work? I tested it out in my test file without problems.

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Shannon Lockwood
 
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Post » Thu Jan 30, 2014 4:30 am

It works fine.

I used this method once when an exit to a dungeon was hidden by a waterfall. I didn't want anybody stumbling upon the exit, so I put this type of collision in the waterfall. You could stll exit OK, but you could not enter.

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Lexy Dick
 
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