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3D logic intellectual challenge


SKKmods

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I need to generate 8 hostile spawn points around the player who could be located anywhere on the commonwealth map between 2,500 15,000 units distance.

 

I cant rely on the 101 finding nearest existing placed objects for location references as there are just not enough of them in the wilderness for the accuracy and density I need, so I have been trying two methods:

 

(1) The bethesda method of dropping cows and cars onto the navmesh from +10k Z. I have solid logic combining MoveToNearestNavMesh() and GetSafePosition() that macro bumps X&Y away from water and such for 100% safe navmesh landings.

 

The problem is the inelegant spawning of stuff on the roofs of buildings or freeways. The micro bump logic to detect there is a ground level navmesh below just hoovers up too much time & compute to be practical.

 

(2) Using the player Z as a base plain and spawning on that works great to spawn hostiles in open structures rather than roofs for urban warfare, except when the Z ends up UNDER the terrain navmesh. Like starting in a valley. I cant find a way to detect a spawn point has fallen through the world and needs bumping up:

 

IsInterior() doesn't detect (unless super lucky and ref is in a cave or vault) ...

MoveToNearestNavMesh() doesn't seem to work from a Z negative ...

GetSafePosition() is happy that the empty space under the navmesh is safe ...

 

& any ideas ?

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My brain hurts ... anyone have any experience of MoveToNearestNavmeshLocation() and

error: (ObjectReferenceID): No Navmesh found, object not moved ?

 

I have spent several IRL days watching spawned crates floating through the sky over the commonwealth looking for a safe navmesh landing spot MoveToNearestNavmeshLocation() happily reporting the no navmesh error every 100 units of XY delta ... when I'm running around under the damn box (yes with an offset) jumping up and down on the damn mesh.

 

V frustrating.

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