DisableEnable Navmesh

Post » Wed Jun 20, 2012 11:06 am

So there's no DisableNavmesh command? I have a quest where there is a level, and when you go through it the first time, you walk the very short path to the end. But on your way back out, the area is under siege, so buildings are destroyed and rubble is all over the place. Rubble blocks the fast path and you and your NPC companions must make your way out of the area the long way.

Am I screwed? I need to disable the navmesh where the rubble/blocked path is so my NPC's go the other way...
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Hayley Bristow
 
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Post » Thu Jun 21, 2012 12:14 am

The L_NAVCUT collision marker(s) are the only way, evidently... It does work.
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Neliel Kudoh
 
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Post » Wed Jun 20, 2012 11:20 am

The L_NAVCUT collision marker(s) are the only way, evidently... It does work.
Hrmm? What are those? >.>

Also I had an idea. It's not ideal, but it would work.

I could simply set the longer way as a 'preffered path' so once the rubble was in place, I tell them to use the Pref Path, and they would go the long way. It's not ideal, as in combat they may still run into it, but I've already set up the city so it enables enemies in portions, so hopefully there will never be hostiles in the far side of the rubble paths, if I do it right.
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Leanne Molloy
 
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Post » Wed Jun 20, 2012 6:05 pm

L_NAVCUT is described in more detail further up.. In short, it's a type of collision marker that will dynamically cut any NAVM it intersects, telling AI there's nowhere to walk.
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oliver klosoff
 
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