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Posted

In some of my mods I've been setting the enable parent of a navmesh to an XMarker that I could presumably disable/enable through script.

I was looking through a mod in xEdit and I couldn't find the enable parent entry for navmeshes.

Have I been wrong the whole time and you can't set a navmesh's enable parent?

If so can you enable/disable navmesh some other way?

Posted

Thanks, that seems to be exactly what I need. It's a shame you can't disable them but this will do. I'm not sure how this will work with vertical layers of navmesh... but that's for me to figure out.

Posted

A tip, just be sure that the Navcut boxes goes all the way through the Navmesh, if they are above or just touching it, it won't work.

Posted (edited)

Vertical Navmesh actually don't exists, for that you need Navjump, so that npcs can go - jump from a high ground to a lower one.

Edited by maxarturo
Posted

I mean having multiple layers of navmesh on top of eachother. For example I have a mod that rebuilds a ruined tower. I would have part of the navmesh that is used when before rebuilding and another that covers the new floor (which is slightly higher), the stairs, and the roof. Thanks for the tip. I didn't know about Navjump either, so thanks for that as well.

Posted (edited)

Navcut boxes can be Disable/Enable just like any other objects in CK, you just need to set up the time when your script will Disable/Enable each part needed.

They can also be as thin as you need them to be as long as they cover the Navmesh (up and down).

Edited by maxarturo
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