jhelzei Posted June 20, 2014 Share Posted June 20, 2014 Is there a programmatic way to determine if an actor is on a navmesh? I've developed a teleport spell/script that moves the caster to a random location in the current cell. It works pretty well, but despite some sanity checking still occasionally deposits the caster in undesirable locations. I'd like to add an additional check to determine if a throwaway actor has been moved to a location on a navmesh, and if not, try another random location. Does anyone know a function or actor property that would tell me this? Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 20, 2014 Share Posted June 20, 2014 Sorry to be the one to tell you this but you are hosedJust checked ot make sure there wasn't some sane way around it like checking to see if the actor is falling or standing etc.. got nothing for ya man navmesh is kind of seperate'ish to the programming so you are hosed Link to comment Share on other sites More sharing options...
jhelzei Posted June 20, 2014 Author Share Posted June 20, 2014 Sorry to be the one to tell you this but you are hosedJust checked ot make sure there wasn't some sane way around it like checking to see if the actor is falling or standing etc.. got nothing for ya man navmesh is kind of seperate'ish to the programming so you are hosedDamn. Thanks for checking. I guess I'll have to try another avenue. The main problem I have is that in city cells (Markarth, Whiterun, etc.) the caster can end up outside the city walls in the fake landscape. I guess I could require Open Cities Skyrim, but that would greatly reduce my potential audience. Link to comment Share on other sites More sharing options...
Ceruulean Posted June 30, 2014 Share Posted June 30, 2014 I know that summons seems to stay on the navmesh, so maybe that could help you? But obviously that's different from random teleportation. Link to comment Share on other sites More sharing options...
trilioth Posted June 30, 2014 Share Posted June 30, 2014 Given this:I know that summons seems to stay on the navmesh, so maybe that could help you? But obviously that's different from random teleportation.Try summoning an invisible object then move the player to it's location. Link to comment Share on other sites More sharing options...
Recommended Posts