Difference between revisions of "Talk:SubSpace"

1,630 bytes added ,  03:22, 2 September 2009
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imported>Cbh
(Intermediate cell required?)
imported>SpookyFX
 
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Bit of a head-scratcher, that one.  Not to say annoying!  Anybody any thoughts? --[[User:Cbh|cbh]] 18:29, 27 May 2009 (EDT)
Bit of a head-scratcher, that one.  Not to say annoying!  Anybody any thoughts? --[[User:Cbh|cbh]] 18:29, 27 May 2009 (EDT)
Just to follow up my own comments with a couple of findings:
* it seems that doors bounding subspaces within the same cell work fine if it's an ''interior'' cell, it's just the exterior ones that get confused;
* and, there is a work-around, but it's ugly: which is to add a script to the door, leaving the markers as is so that the pathfinding still works, but to add an xmarkerheading to each teleport destination and use getactionref/getisreference to allow a movetomarker to take the place of activate.  Which all seems a bit of a kludge and I don't like it, but in lieu of a better way, it seems to do the trick.
--[[User:Cbh|cbh]] 19:26, 27 May 2009 (EDT)
... and another follow-up: seems that the moveto/movetomarker solution is less than ideal as enough iterations (for quite small values of "enough"--less than a dozen, typically) cause a CTD for reasons unknown.  There's no obvious bug in the script that I can see, such as a null reference ID or the like, so further investigation will be needed, but at this stage I'm not confident it's going to work: I figure it's one of those examples of "if it were that easy, everyone would be doing it by now". --[[User:Cbh|cbh]] 22:27, 27 May 2009 (EDT)
== Subspace may not effect guards? ==
wiki says "preventing NPC movement or reaction"
But I have been trying to use a subspace in the outdoors area of the arena district to prevent the guards from seeing the player spar with a sparring partner. But the guards still fire arrows at him after the sparing partner starts combat on the player.
I do not think this subspace works on guards!
--[[SpookyFX]] Sept-2-2009
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