davidlallen Posted February 26, 2011 Share Posted February 26, 2011 I have a set of rooms and hallways which are occupied by robots. Due to a hacker, there is a hallway which the robots have been programmed to overlook. So, the player and companions can enter it, but the robots should not be able to. I cannot figure out a way to achieve this effect. I have thought about: * Putting a trigger in the hallway, and teleporting the robots out when they enter. But if the AI wants to send them down there (for example when fleeing) then they will loop, by running in there, teleporting back out, running in again, etc. * Breaking the navmesh. Then the robots can't enter but neither can the companions. * Breaking the navmesh and adding a teleport for the companions based on a "player.getpos x < 1000" test to see if the player has entered the tunnel. But if the companions were a little distance away, then the teleport will be visible instead of having them walk/run over Can anybody suggest a good way to get this effect? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 26, 2011 Share Posted February 26, 2011 How about giving the robots patrol packages that don't go through the tunnel? Link to comment Share on other sites More sharing options...
rickerhk Posted February 26, 2011 Share Posted February 26, 2011 In FO3, this trigger keeps the guards from following you past the vault door: CG04GuardStopBox Link to comment Share on other sites More sharing options...
davidlallen Posted February 26, 2011 Author Share Posted February 26, 2011 @ rickerhk, that's perfect. I will keep pushing the "kudo" button again, even though nothing keeps happening. Link to comment Share on other sites More sharing options...
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