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Created Trigger Collision in 3DS Max 2013, but NPC kinda dumb and walks around new workshop object


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Good news is the new fence works, but NPC still try to find a way around the darn fence. I can pass through the fence, and the fence emits a spotlight arm sound on the function OnTriggerEnter. Note to self: Make sure I keep a count or a boolean to prevent the sound from playing multiple times.

 

So, the idea is to have (test subjects are feral ghouls) PlayerEnemyFaction to pass through the fence and die. Oh, they'll die alright, but they tend to just lean on walking around the object. I made a small showcase interior cell and placed the activator object inside the cell. It does show white collision box which is usually the TRIGGER collision, UNIDENTIFIED COLLISION, and others. I'm tempted to create a laser trap from already made fallout 4 object, instruct a settler to walk through the trap and see where I'm failing. The trigger volume doesn't intersect with navmesh, and it snaps nicely into the fence posts.

 

I'm thinking of creating a small plane shape object, make it rigid collision (acting like a navmesh) and placing it underneath the fence.

 

What I can't stand about this trigger volume is that it only works with Phantom and Phantom shape (3DS Max Collision group). I tried Wind, keyframe, and etc..., and it allowed me to walk through and NPCs to walk through but didn't act like a trigger volume (although, it's marked as a trigger volume inside the CollisionGroup in 3DS Max).

 

I don't know how Bethesda did it with their laser trip wire and such, but I'm on my third day of trying to get this thing to function properly. Oh, funny--side note... I created a trap monkey that explodes on enemy entering the trap's trigger volume, go figure.

 

I'm new to this forum, but I'm not new to modding. :)

 

What would you guys suggest that I do?

 

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Well... time for a smoke break! I did it, boys and gals! Everything was peachy, actually.

 

What I did:

 

I headed back in 3DS Max 2013. I linked the laser lens to a dummy node: "LaserGrid". I moved the trigger box in front of the laser grid (no collisions for laser grids) and duplicated the trigger box and placed that behind the laser grid. Also, I did made all the laser grids children to the "LaserGrid" dummy node. I made another node: "LaserGridTrigger". I childrened the two trigger boxes (just box shapes) into the LaserGridTrigger dummy node. The Laser Lens do have rigid bodies and are childrened under "LaserGrid" dummy node.

 

The LaserLens were set up as fixed quality type under Rigid Body set up. Trigger Boxes set to fixed quality type. CollisionGroup they were set up as Generic material and Trigger, phantom and phantom shape. LaserLens were set up as Glass or Metal (I forgot) and static. Exported it to be processed by Erich then added workshop snapping nodes to the side of the laser fence. Viola! We got ourselves a nice little defense fence.

 

I went back into the game, tested it. A nice little settler was strolling along. She passed through and the fence made the Spot light sound effect. It all works out. It's a shame now that I have to hard code the AshpileOnDeath into the fence script. I'll possibly add a few things to the fence. Soundeffects, a blillboard glare, who knows..

 

Alright, well after three days, I finally got the blasted thing.

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