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Ebbedin-Mainland Discussion
07-28-2007, 12:52 PM,
#5
 
Quote:Originally posted by Razorwing
If NPCs think they can walk on balconies without a subspace blocking it sky.
NPC's always take the shortest route. Let's assume the NPC is on the first floor (with the balcony) and the AI instructs the NPC to go to the street beneath the balcony. Without the subspace the NPC will go to the balcony (shortest route) an try to walk to to the street which isn't possible (the balcony blocks the path). With the subspace the NPC knows the balcony is part of the interior (doesn't lead to the street). "Normal" NPC's can't walk (upwards) vertically into the sky.


For the scripts.

There are various solutions.

For example the NPC enters the the ferry interior and once he's / she's close enough to a X-marker the NPC will be teleported to the ferry interior on the other end.

Another idea is to mod the two ferry interiors (cabins) in the same cell and use a subspace. Then use a triggerzone with a teleport script which only works for the NPC's and teleport the NPC to the counter part of the ferry (and vice versa).

The latter one is the simplest solution.

For both the scripts I would make it so that when the PC is present (in the same cell) the NPC can't be teleported.
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
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Messages In This Thread
[No subject] - by Razorwing - 07-27-2007, 11:51 PM
[No subject] - by sandor - 07-28-2007, 07:43 AM
[No subject] - by Razorwing - 07-28-2007, 11:12 AM
[No subject] - by sandor - 07-28-2007, 12:52 PM

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