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Pathfinding won't let floor be..walkable?


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5 réponses à ce sujet

#1
Meegz0

Meegz0
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I'm axtreamly confused as to wy the pathfinding in my city area only made a small area around a few houses walkable..and all the floor parts arn't even considered for pathfinding o.O Is there any way to force pathfinding or fix this?

The floor I used is cav_floor03, if that helps.

#2
indio

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Just guessing: Hit the blue plus sign, then select Defineable Area, then drag the green square over the entire region you want walkable. Then rebake.

#3
Meegz0

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can't, this is a room level : /

#4
Meegz0

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bump ;_;

#5
Awildawn

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Question : Is everything at the same level in your area ?

I have put two start points in my interior level : one at the level of the ground, one above at the level of the scene (doing a theater) and it gave me pathfinding for both levels (then I played with collision steps to design a small stair).

#6
PavelNovotny

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Here are some things I had to do to make pathfinding work the way I wanted it to:



1. Only certain tiles are walkable (like the human interior floors). Anything model that is called floor generally seems to be walkable. While creating a chantry I found that even though I set it up so my players could get to a platform it was still unwalkable. I had to put floor tiles on top of it then they could walk on it.



2. Even though a floor is theoretically walkable, if it is too high for players to step on to it will fail pathfinding. This happens a lot with uneven cave floors. In the platform example above, the platform is too high for players, so I had to use one of those stage ramps (looks like a diagonal wooden ladder).



You have to be careful about the model you are using for the floor, and the height.
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