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Enemy ... back to home, script help


NexusComa

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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 it

will 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 by NexusComa
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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.

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