Yeah thats it- I wanna create an invisible circle of force that would trap everyone that is in it without a way out..
Has anyone done it?
Yeah thats it- I wanna create an invisible circle of force that would trap everyone that is in it without a way out..
Has anyone done it?
Something that you can set up ahead of time (it's in one particular place), or something that has to be generated wherever the party happens to be? For the former, you can use triggers that kick the PCs back into the middle if they step into the triggers, and for the latter you can spawn collision objects. Either could be done with collision objects, actually.
Sounds good - you got an example? never used it before..
Another Q - is it at all possible to go through objects other than creatures?
If i'm understanding the question correctly, you can walk throught environmental objects, and walkmesh helpers override anything, even tiles.Sounds good - you got an example? never used it before..
Another Q - is it at all possible to go through objects other than creatures?
A collision object is just a placeable you'll find in the placeables palette with the rest, and can be spawned like any other. They're under "Misc Props". Use the cube shaped one, called "Collision Box" instead of the spherical one. You may need to create a new blueprint to spawn one in a particular set of dimensions, though, since the default may be too big.
Tchos: This sounds exactly what I'm looking for! ![]()
Kamal: What? never heard of this function - How can I set a PC to walk though everything??
And you said - "you can walk throught environmental objects" - this is possible with what function? Ghost?
Environmental objects have no collision to begin with, so you can always walk through them.
You can set a creature to ignore collisions with other creatures using the SetCollision() function. However the description on the Wiki suggests that it doesn't work with placeables. I'm wondering whether that only applies to static placeables, since they clip out the walkmesh. I would have thought it'd allow you to walk through non-static placeables with collision turned on, but I've never tested that.
EDIT:
Tested. Turning the player's collision off allows them to walk through non-static placables that have collision turned on, and allows them to stroll right through closed doors.
If the standard OnSpawn script was changed to replace the non-functioning 'cutscene ghost' effect with SetCollision(), then incorporeal creatures like wraiths and shadows could glide right through locked doors (providing they could perceive you through them).
I just opened a new thread for this Q: http://forum.bioware...ugh-placeables/
Regarding my original Q here: Is it possible to turn the Invisible cube-placeable glowing? (in its cube shape that is or a sphere if not)..
Do you mean glowing when you run your mouse cursor over it to highlight it as usable, or you want it to be partially visible and luminous all the time? Neither of those can be done with the standard cube, but the latter could be done if you modify it. Not sure about the former.
The OC makes a glowing magical barrier by using an invisible collision box (which blocks the player's path) and a placed special effect, both with unique tags. When the barrier is destroyed, both the collision box and the VFX are destroyed.
You could also apply the VFX to the collision box itself, so that destroying the placeable will automatically destroy the VFX.