SubSpace

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Revision as of 11:57, 13 March 2006 by imported>Mlipari
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Subspaces are used to solve the problem of disconnected areas in the world space. Normally an actor will attempt to find a path in the world space that gets him to his destination. However, if there is no path, and the destination is in that same world space, the actor will not "think" to use load doors.

For example, a house with a balcony needs a subspace to encapsulate the balcony. An actor on the balcony has no linked path grid to get to the street. Yet since the street is in the same world space, the actor makes the invalid assumption that such a path should exist. By surrounding the balcony with a subspace object, the actor sees the balcony and the street as being in two different world spaces. Now when he attempts to find a path to the street, he will assume that he has to go through one or more load doors.

  • Under normal pathing routines, the actor will not cross a subspace boundary, even if a pathgrid exists or a direct open area exists that would let him. The exception to this is combat. In combat, an actor that is close to his target will move in a straight line toward his target, ignoring path grids and subspace boundaries.
  • Make sure the subspace is placed to include all of the ground where an actor could stand in the area. If the ground is not included in the subspace, an actor standing on that ground may not realize they are in the subspace.
  • Also make sure that the teleport doors in the area have their pivot point in the subspace (the reference dialog box can give you this information). If a door does not think it is part of the subspace, it will not be used for pathing into and out of that space.