SKKmods Posted February 4, 2019 Share Posted February 4, 2019 As there are no error return codes best is to start your marker at a known Z height (9999) and after the call see if its landing Z is lower. If not, fail and move on to another bearing/range couplet. Nasty, messy stuff. Link to comment Share on other sites More sharing options...
PhanomGames Posted February 4, 2019 Share Posted February 4, 2019 Might make more sense to do the mundane task of creating new markers and having pre scripted points of using them for each building. Then you can do distance checks from each marker to the player and npc, and the npc to the player to determine if it's a better path. I'd set up corvega and surrounding area as I believe most buildings there have nav meshes already. Just make sure the side of each building has at least 2 special markers. Scripting this will get very messy very quickly. Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted February 5, 2019 Author Share Posted February 5, 2019 Good ideas :) I think I'll have to go with some kind of target afterall. I've had another thought, can the npc just have their z axis changed so they're kind of floating (quite hight, and play jetpack animation)? That way they could just follow the floors navmesh. Link to comment Share on other sites More sharing options...
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