Static, unstatic, no change?
#1
Posté 13 septembre 2010 - 11:37
I have tried turning the web object from static to unchecked static but am unable to have cobwebs that the player and creature can walk through. I'm sure I've done this before but can't remember how or when, unless I'm thinking of the NWN2 toolset.
Any information will be met with additional praise.
Thank you.
#2
Posté 14 septembre 2010 - 12:05
Although... try to set the web a bit above floor, or below... could work too...
Modifié par ShaDoOoW, 14 septembre 2010 - 12:06 .
#3
Posté 14 septembre 2010 - 12:31
UPDATE: So on the spiders trigger I added a Destory Object (web) on Exit script. The script, for some unknown reason, makes it so the web isn't destroyed fully. I can see the web is still there but I can now walk though it as if it were gone? I don't know how it happened but its doing what I wanted so I'll just go with it.
UPDATE: Nevermind. The PC can pass through the web but the spider can not. I'll just remove the bocked webbing and move on.
Thanks anyway.
Modifié par Valmont667, 14 septembre 2010 - 12:47 .
#4
Posté 14 septembre 2010 - 01:57
Yeah that happen if the placeable is static. As static placeables are not updated until re-enter. I think that someone with modelling experiences couldd make new walkmesh enabling you to move them through and it should also work in server's override. I haven't messed with walkmeshes yet however.Valmont667 wrote...
UPDATE: So on the spiders trigger I added a Destory Object (web) on Exit script. The script, for some unknown reason, makes it so the web isn't destroyed fully. I can see the web is still there but I can now walk though it as if it were gone? I don't know how it happened but its doing what I wanted so I'll just go with it.
UPDATE: Nevermind. The PC can pass through the web but the spider can not. I'll just remove the bocked webbing and move on.
Thanks anyway.
#5
Posté 14 septembre 2010 - 02:40
#6
Posté 14 septembre 2010 - 06:49
#7
Posté 14 septembre 2010 - 02:35
hmm didn't I gave this advice in my first post? I know your is more specific but sometimes I feel im speaking to myself there.kalbaern wrote...
Often you can lower a placeable and it'll no longer hinder movement. Try manually lowering your webs from -0.2 to -0.5 on their Z axis and walk test it.
#8
Posté 14 septembre 2010 - 03:06
ShaDoOoW wrote...
hmm didn't I gave this advice in my first post? I know your is more specific but sometimes I feel im speaking to myself there.kalbaern wrote...
Often you can lower a placeable and it'll no longer hinder movement. Try manually lowering your webs from -0.2 to -0.5 on their Z axis and walk test it.
Sometimes things just need reworded or made clearer ShaDoOoW ... or restated until they sink in
I'd also try making webs using a variety of appearances and test placing them below the walkmesh too. You may yet find one that meets your needs. I''m pretty sure DLA had some hanging webs that can walked through. I think a few were added in 1.69 and there's a bunch more if you are using the CEP 2.3.
Something else to consider is a visual effect. Apply the visual that appears when web is cast,
#9
Posté 14 septembre 2010 - 10:13
#10
Posté 17 septembre 2010 - 02:56
Valmont667 wrote...
I always update to 1.69 and have also downloaded CEP 2.3 but maybe I've not loaded it properly if you say it has lots of webbing. I've installed CEP to the NWN directory but do I need to load it into my module to take advantage of the extras? I know a stupid question right, I just installed it and didn't really check to see if it had loaded into the toolset. I'm guessing I would notice if 4GBs of extra content was there.
You need to manually add haks and .tlks to a module in order for that module to use them, yes.
Module Properties > Custom Content, in the toolset.





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