NexusComa Posted November 17, 2016 Share Posted November 17, 2016 I have a large dungeon type setting and am spawning in many enemy's. Everything is working out great with one problem.If I leave the cell when I return they are all bunched up by the entrance ... How could I make them go back to their starting spawn spots. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 17, 2016 Share Posted November 17, 2016 You may want to try MoveToMyEditorLocation. I have never used it so cannot speak to its effectiveness or how to use it properly. Link to comment Share on other sites More sharing options...
NexusComa Posted November 18, 2016 Author Share Posted November 18, 2016 (edited) Worked like a miracle !!! ... Didn't think that would work as it's not a actor reference. Now my 2nd and only problem left ... As I stated this is a dungeon setting ... well the dungeon is completely random. I've set up a generic nave-mesh but, as the dungeon forms itwill cover the nave-mesh with walls in many spots ... How could I possibly stop the enemy's from walking through the wall. I have been unable to figure out a way to randomly place nave-mesh through the dungeon script.. Edited November 18, 2016 by NexusComa Link to comment Share on other sites More sharing options...
icecreamassassin Posted November 18, 2016 Share Posted November 18, 2016 Incidentally, MoveToMyEditorLocation will work on any form that can move not just actors. I use it on my havoc management script to ensure displayed items stay put even if the havoc loads faster than the scripts that stop it. Good insurance :smile: It will cause an insta-crash if called on a static though just FYI As far as your Nav-Mesh question, The only thing you could do would be to have a collision box and change the primitive to NAV-Cut which will negate any pathing on those meshes. I am not aware of any way to dynamically generate NavMesh. I don't think it's possible. Link to comment Share on other sites More sharing options...
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