Deleted800173User Posted December 11, 2013 Posted December 11, 2013 I have a large room and at certain points, enemies are not supposed to cross through the middle of the room, so I'm trying to find a way to disable a part of the navmesh or create a barrier that the player can run through, but the enemies cannot. I read that a collision box cuts the navmesh at any point it intersects with the navmesh, but I tried to do that and have the collision box very small and low to the ground so the player can run over it, but the enemies don't seem to have their navmesh cut. they just walk over the box like any other terrain. So is there anyway to disable a piece of navmesh?
Deleted800173User Posted December 12, 2013 Author Posted December 12, 2013 Does anyone know mych about negative navmesh boxes? It seems like that might work but it says you can only use them while editing an object. Anyone know anything about negative navmeshing?
Deleted800173User Posted December 13, 2013 Author Posted December 13, 2013 Still looking for a solution to this.
Rennn Posted December 14, 2013 Posted December 14, 2013 I haven't done much navmeshing, but can't you simply delete any part of the navmesh in the CK?
Jokerine Posted December 14, 2013 Posted December 14, 2013 I'm pretty sure the player does not need navmesh to move around. Navmesh is for AI-controlled entities such as NPCs, so if you don't want enemies to enter an area, just don't navmesh it. You can delete triangles by just selecting them (they go green) and pressing the delete key.
Deleted800173User Posted December 23, 2013 Author Posted December 23, 2013 lemme explain. At certain points IN TIME, I need the enemies to not cross the room, but at other points IN TIME I need the navmesh to be there so that the AI CAN cross through the navmesh.
nonoodles Posted December 23, 2013 Posted December 23, 2013 (edited) http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Navmesh might provide some insight how to go about it. I was trying out the very same thing recently for an FNV interior cell and came to the conclusion that the method might be applicable only to navmesh in exterior cells. Because there was just no way to finalise two sets of navmesh within the same interior cell. Could be wrong ofc, and played around with it for just a couple hours before throwing my hands up in frustration. Other thing I found, the above technique actually deleted the original navmesh. : / Like I said, maybe I was just doing it all wrong *shrug* hopefully, some expert navmesher will be able to shed more light. You could also try with navcuts. edit: what you did with the collision boxes is correct but you also need to double click on the box and select L_NAVCUT from the dropdown box for it to work. Edited December 24, 2013 by nonoodles
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