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Navmeshing Drawbridges


bloomingdedalus

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I've made a drawbridge that covers a staircase (not exactly, but the analogy works well enough. When the drawbridge is up, you can go down the staircase, when the drawbridge is down, you can only go across the bridge. How do I navmesh this? Say I have a single navmesh edge parallel with the end of the drawbridge. If I connect a mesh to this that goes across the drawbridge AND I connect a mesh to it immediately below that that goes down the staircase, is the game smart enough in real time to figure this out? Edited by bloomingdedalus
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I've made a drawbridge that covers a staircase (not exactly, but the analogy works well enough. When the drawbridge is up, you can go down the staircase, when the drawbridge is down, you can only go across the bridge. How do I navmesh this? Say I have a single navmesh edge parallel with the end of the drawbridge. If I connect a mesh to this that goes across the drawbridge AND I connect a mesh to it immediately below that that goes down the staircase, is the game smart enough in real time to figure this out?

 

EEEK! It's even worse than I thought, even with drawbridge up, enemies just jump off into a void of death. In Oblivion you could link nav points to activated objects like drawbridges... what do I do?

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