Is there any way in NWN to use a placeable to bridge between two walkable areas that have no walkable mesh between them, such as a placeable bridge over water or pit terrain?
I am fairly certain the answer is no (or it would be getting used all over), but here I am asking just the same.
Bridging the gap
Débuté par
Leurnid
, avril 14 2012 04:38
#1
Posté 14 avril 2012 - 04:38
#2
Posté 14 avril 2012 - 06:04
You are correct. Unfortunately, the answer is no. The best you can do is to put down two area transitions or placeables on either side of the non-walkable mesh that link to each other and connect them via transition or via script when clicked on.
#3
Posté 14 avril 2012 - 03:24
Or do a generic trigger with a script that automatically jumps the PCs to the other side when they enter it...no need to do an "area transition" style trigger where they have to click on it. This type of trigger isn't visible and might be slightly more immersive...not much, but slightly.
#4
Posté 14 avril 2012 - 09:32
<jumping on...>
You might, for instance, place a trigger at the very edge of a chasm. When a player enters it, if he is running and skilled at jumping (if you've implemented the skill), play the disappear anim (for a leap up), Jump the PC to the matching waypoint on the other side and play the appear anim.
If they were not running, you might skid them to a screeching halt.
If they were running but failed their dex or jump check, transition to the foot of the cliff, apply damage, play the "all-fall-down-and-whimper" anim and have a great, basso voice thunder "What were you thinking!?" <tmi, old man>
Er, yeah. Triggers that check things. That's the ticket ;-)
Edit: Otherwise, reverse the situation. Make an invisible bridge (walkmesh) and block it when it is impassible and unblock it when passible. Funky did a pretty cool looking bone bridge that way...
<...the bandwagon>
You might, for instance, place a trigger at the very edge of a chasm. When a player enters it, if he is running and skilled at jumping (if you've implemented the skill), play the disappear anim (for a leap up), Jump the PC to the matching waypoint on the other side and play the appear anim.
If they were not running, you might skid them to a screeching halt.
If they were running but failed their dex or jump check, transition to the foot of the cliff, apply damage, play the "all-fall-down-and-whimper" anim and have a great, basso voice thunder "What were you thinking!?" <tmi, old man>
Er, yeah. Triggers that check things. That's the ticket ;-)
Edit: Otherwise, reverse the situation. Make an invisible bridge (walkmesh) and block it when it is impassible and unblock it when passible. Funky did a pretty cool looking bone bridge that way...
<...the bandwagon>
Modifié par Rolo Kipp, 14 avril 2012 - 09:34 .





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