Talk:SubSpace

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Faction-only subspaces[edit source]

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)

You're welcome. Let me know how it works, okay? TheImperialDragon 22:20, 7 June 2006 (EDT)

Intermediate cell required?[edit source]

When using a subspace, does a doorway to said subspace have to go via another cell to get back to the main part of the cell in which the subspace resides? I've been having a lot of trouble with this: in my case, I have a battlement area where I want an archer to patrol, and it lives within its own subspace. At one end of that is a door, also within the subspace, as is all of the battlement's ground area, its pathgrid, the door's pivot point and so on. At the bottom of the same tower where I've placed the door, is another door that links to it, outside of the subspace but part of the main cell (it's an exterior one, if it matters). It's linked to the cell's main pathgrid, all of which resides outside the subspace up above. The two pathgrids aren't linked, though creating a link seems to make no difference.

The problem is this: I can use the doors no problem: they work just as expected. I go in the door at the base of the tower and materialise on the battlements, and vice versa. But an NPC? He's stuck. It might be because I used moveto to get him up there rather than configuring a regular package, and that might be all there is to it. But it's still a bit perturbing: he wants to get back down to ground level to complete his package, but can't. He goes to use the door, dematerialises, as you'd expect... and then reappears in the exact same spot. Interestingly, he's been rotated to face the same direction as the marker down below, but it hasn't actually moved him there. However, if I run the same test in a different area where the connecting door is inside an interior cell, with a second connecting door back to the cell he wants to be in, it works without any problems. However, linking the door to another one within a second subspace in the same cell reproduces the problem again.

Bit of a head-scratcher, that one. Not to say annoying! Anybody any thoughts? --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.

--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". --cbh 22:27, 27 May 2009 (EDT)


Subspace may not effect guards?[edit source]

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