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Traversible street that blocks party entry?


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3 réponses à ce sujet

#1
rjshae

rjshae
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I've got an urban section set up that has multiple entry points. Various spawned locals follow walkable paths then despawn. What I'd like to do is to prevent the party from entering the intersections where these spawns/despawns take place, but I still want the locals to be able to traverse those paths. I.e. I want to hide the spawn/despawn and make it look like a natural entry and exit. Is there a good way to do this? (I.e. block areas to PCs but not to locals.) If possible, I'd like any clicks in the blocked areas to simply fail to select a target point for the party.

#2
kamal_

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Storm of Zehir does it by spawning the npcs out of sight, them zapping them over to where the appear in the area the pc's can get to (Blacklake District in SoZ).

Modifié par kamal_, 12 février 2013 - 01:05 .


#3
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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You have the NPCs do short jumps over un-walkable barriers. Image you have an alleyway that intersects a larger street with a T-intersection. You draw down a thin walk-mesh cutter along the edge of the big street, cutting off the alley from the street. Then you lay down your NPCs' waypoints, one at the very end of the alley, and another just a smidgen over in the street. In the walkwaypoints script, set it so that when the NPC reaches the first waypoint, they instantly jump to the second, and vice-versa on the return trip.

Any player watching might see a slight stutter, but it should be fluid enough. To help mask the stutter, you could place some sort of visual obstruction along the barrier, like a gate in a wrought-iron fence, some lattice work, or even just a streetlight or post that blocks the view. You could also try using the curbs to create a raised step that the NPCs jump up onto, making the stutter seem more natural. It would also give the player a visual clue that they can't walk there.

#4
rjshae

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Interesting ideas. Thanks.