Difference between revisions of "SubSpace"
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Subspaces can also be used in scripting by making them persistent and named references. Although they do not react to enable/disable functions, they can be moved into and out of place using setpos type functions. This can allow you to move a subspace over an area you want to enclose for the purposes of preventing NPC movement or reaction, and then move it back to allow normal NPC movement through that area. | Subspaces can also be used in scripting by making them persistent and named references. Although they do not react to enable/disable functions, they can be moved into and out of place using setpos type functions. This can allow you to move a subspace over an area you want to enclose for the purposes of preventing NPC movement or reaction, and then move it back to allow normal NPC movement through that area. | ||
A subspace can be used to make a map marker in the current worldspace act as though it was in a separate one. This is especially useful when making your open city behave properly with respect to horse stabling. To achieve this: | A subspace can be used to make a [[map marker]] in the current [[World space|worldspace]] act as though it was in a separate one. This is especially useful when making your open city behave properly with respect to horse stabling. To achieve this: | ||
# Put a map marker inside your city and a horse marker in the stables outside the gates (or inside, or pretty much anywhere, it does not matter). | # Put a map marker inside your city and a horse marker in the stables outside the gates (or inside, or pretty much anywhere, it does not matter). | ||
# Create a small subspace (e.g. 50x50x100) and put it exactly below the map marker, making sure only a small portion of it sticks above ground, so that the map marker pivot point (i.e. its crosshair) is contained in it. | # Create a small subspace (e.g. 50x50x100) and put it exactly below the map marker, making sure only a small portion of it sticks above ground, so that the map marker pivot point (i.e. its crosshair) is contained in it. | ||
# Create a new door using any small static mesh (e.g. brick) and check the Hidden and Minimal Use flags. Place the door inside of the subspace, but below the ground, so that no part of it is visible or able to be interacted with in-game. Place another such door similarly below ground, anywhere in the same cell as your horse marker, then link the two doors. | # Create a new [[door]] using any small static mesh (e.g. brick) and check the Hidden and Minimal Use flags. Place the door inside of the subspace, but below the ground, so that no part of it is visible or able to be interacted with in-game. Make sure the door's pivot point is contained within the subspace. Place another such door similarly below ground, anywhere in the same [[Exterior cells|exterior cell]] as your horse marker, then link the two doors. | ||
# Turn on pathgrids to make sure that no gridpoint is contained within your mini-subspace. If any is, move either it or the entire map marker-subspace-door-teleport marker | # Turn on [[Edit Cell Path Grid|pathgrids]] to make sure that no gridpoint is contained within your mini-subspace. If any is, move either it or the entire map marker-subspace-door-teleport marker assemblage. Otherwise such gridpoints would be unusable for pathing. | ||
When you next travel on horse to your map marker inside your open city, you will be transported there dismounted, while your horse will be waiting for you at the stables. You can repeat this process as many times as you like, even using different stables for different markers if you so wish. | When you next travel on horse to your map marker inside your open city, you will be transported there dismounted, while your horse will be waiting for you at the stables. You can repeat this process as many times as you like, even using different stables for different markers, if you so wish. | ||
[[Category:Path Finding]] | [[Category:Path Finding]] | ||
[[Category:Path Grids]] | [[Category:Path Grids]] |