I'm making a scripted boss fight, and I want the boss to hover invulnerable in the air above the fight while its minions are killed. I've tried putting a waypoint in the air and/or an invisible object and using the following function. The creature jumps to the x & y of the position, but not the z. (Yes, I'm going for an immediate jumps. Doing the transition from ground to air in a cutscene seems simpler than making an ongoing gradual movement script - but I want it to stay in the air after the cutscene!).
object oBoss = GetObjectByTag("wh_boss");
object oSpot = GetObjectByTag("wh_invis_object");
vector vSpot = GetPosition(oSpot);
SetPosition(oBoss, vSpot, FALSE); // FALSE = turning "safe position" off. I'm assuming safe position is what pulls the boss to the ground, or maybe it just prevents the creature from being inside a wall.
I've also tried using an invisible barrier as a floating floor (didn't work, but think of the double decker possibilities if it had!). I'm guessing that this is a problem with the walkmesh. Is there something similar to the ability to turn off snap to walkmesh that we have in cutscenes. (I know how to make the boss float in a cutscene, but I want this to be happening during combat action).
Making an NPC hover
Débuté par
Qutayba
, août 07 2010 05:38





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