Guest Messenjah Posted June 8, 2012 Share Posted June 8, 2012 So, I made a pit for the player to fall into. I set up three pens/cages and made a navmesh that fills the central room and then extends into each cage/pen. I don't see any errors pop up with the navmesh, there are no disconnections... ecs. So, I put 3 sabrecats in with default AI packages. Every time I enter the level, they spawn in the center and not in the cages. The cages are locked, so they can't be getting out... I've tried swapping out the doors, putting a wall in front of them, making the cages larger, shrinking the sabrecats. I got one to spawn inside the cage but the only reason he spawned inside the cage was because his foot was stuck inside the level by accident and he couldn't move. Could it be a problem with the sandbox AI package? Maybe it is too larger and allows them to roam? But with the cages closed, I don't know how they could roam? Perhaps AI can roam if the player is not inside the cell with them and they can go through doors? Any ideas? Link to comment Share on other sites More sharing options...
Sollar Posted June 8, 2012 Share Posted June 8, 2012 I don't have the answer as to why they don't spawn where you put them... I wish I knew why too! I've had similiar issues with horses... but, an idea: have you tried creating an XMarker and then creating an AI Package that starts them at that marker? (or you could do it with a script.) Maybe someone else can explain the why this happens. Link to comment Share on other sites More sharing options...
gasti89 Posted June 8, 2012 Share Posted June 8, 2012 (edited) I'm not entirely sure, but i think you're right. NPCs "don't have collision" when you are outside their cell. So they will effectively "spawn" inside the sandbox radius only when you enter the cell. To fix this, you can try giving them a patrol package (or use default master packge). It's a bit less "alive" than sandbox, but using patrol you can give a 0 radius on the patrol markers and be sure they won't exit the cage. Or you can try to find the perfect radius for your sandbox package. EDIT: Also, i suggest you to try 1st deleting every package. So you know if the problem comes from the spawn or from the package itself. Another thing that comes to my mind is that if you set the package to start "near editor location", it won't always start in the exact point where you put them, but instead in a little radius near it. So setting the package to start on "select reference" with a very little radius and putting an XMarker inside the cage may work. Edited June 8, 2012 by gasti89 Link to comment Share on other sites More sharing options...
steve40 Posted June 8, 2012 Share Posted June 8, 2012 (edited) Here's an untested idea: Spawn the sabrecats initially disabled.Add the following small script to each sabrecat reference: Scriptname SpawnInPlace extends ObjectReference Event OnInit() self.MoveToMyEditorLocation() self.Enable() End Event Possibly you might have to do the same using an OnLoad event if they "escape" from their cell after you leave their location and then return to it. (What's with all the Gateway Timeouts today? :mellow: ) Edited June 8, 2012 by steve40 Link to comment Share on other sites More sharing options...
jet4571 Posted June 8, 2012 Share Posted June 8, 2012 link the cat to an Xmarkerheading and have them persistall They should then spawn on the marker. Link to comment Share on other sites More sharing options...
Stemin Posted June 8, 2012 Share Posted June 8, 2012 There's places in the stock game that spawn animals in cages. Look at the scripting for those areas. Faldar's Tooth. Cragslane Cavern. Link to comment Share on other sites More sharing options...
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