Difference between revisions of "Talk:SubSpace"
imported>TheImperialDragon (maybe you can use pathgrid points?) |
imported>Decoup |
||
Line 3: | Line 3: | ||
Right, I have an idea, but, like everything in TES: CS, it isn't simple. Do you remember how you can disable certain pathgrid points in the "My First Dungeon" Tutorial by connecting them to traps? The pathgrid points are disabled/enabled using a script attached to the trap, so it may be possible to have a script on a static object that detects when one of faction A's NPCs is approaching faction B. The script would disable the pathgrid point until the NPC is an appropriate distance away. This would be used for every character in Faction A, and only when the NPC is near that point. It's complex, and there's probably a simpler way to do this somewhere out there, but it's the only thing I can think of for the time-being. I hope it helps. [[User:TheImperialDragon|TheImperialDragon]] 00:32, 7 June 2006 (EDT) | Right, I have an idea, but, like everything in TES: CS, it isn't simple. Do you remember how you can disable certain pathgrid points in the "My First Dungeon" Tutorial by connecting them to traps? The pathgrid points are disabled/enabled using a script attached to the trap, so it may be possible to have a script on a static object that detects when one of faction A's NPCs is approaching faction B. The script would disable the pathgrid point until the NPC is an appropriate distance away. This would be used for every character in Faction A, and only when the NPC is near that point. It's complex, and there's probably a simpler way to do this somewhere out there, but it's the only thing I can think of for the time-being. I hope it helps. [[User:TheImperialDragon|TheImperialDragon]] 00:32, 7 June 2006 (EDT) | ||
You are a genius! Thanks. [[User:Decoup|Decoup]] 21:30, 7 June 2006 (EDT) |
Revision as of 20:30, 7 June 2006
Is there any way I can make a subspace or something similar that will only effect certain factions? I am making a quest with two different factions. There are two parts of the town that are considered a safe haven for each faction. I want the NPC's to walk around randomly in a radius of the whole town, but depending on their faction choose not to enter the unfriendly zones.
Right, I have an idea, but, like everything in TES: CS, it isn't simple. Do you remember how you can disable certain pathgrid points in the "My First Dungeon" Tutorial by connecting them to traps? The pathgrid points are disabled/enabled using a script attached to the trap, so it may be possible to have a script on a static object that detects when one of faction A's NPCs is approaching faction B. The script would disable the pathgrid point until the NPC is an appropriate distance away. This would be used for every character in Faction A, and only when the NPC is near that point. It's complex, and there's probably a simpler way to do this somewhere out there, but it's the only thing I can think of for the time-being. I hope it helps. TheImperialDragon 00:32, 7 June 2006 (EDT)
You are a genius! Thanks. Decoup 21:30, 7 June 2006 (EDT)