I was trying to figure out why my navmesh wouldn't generate properly and after adding and then also after removing a nav volume and/or a pathnode.
This is the last thing to show in the console:
begin navmesh generation...
Umbra Tome Triggers: 0 tota...
This is the last thing to show in the console:
begin navmesh generation...
Umbra Tome Triggers: 0 tota...
3 years ago
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**Fixed**
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I am currently trying to make a script to teleport the player along a set path by using structs that are numbered using "script_noteworthy".
The trigger is threaded into the function and the structs that are to be used as TP points...
**Fixed**
**********
I am currently trying to make a script to teleport the player along a set path by using structs that are numbered using "script_noteworthy".
The trigger is threaded into the function and the structs that are to be used as TP points...
3 years ago
I am trying to make a Kino style map where doors can be opened from either side for almost every room.
When I use:
zm_zonemgr::add_adjacent_zone( "zone_1", "zone_2", "enter_zone_2" );
This also activates zone_1 even if it was not supposed to...
When I use:
zm_zonemgr::add_adjacent_zone( "zone_1", "zone_2", "enter_zone_2" );
This also activates zone_1 even if it was not supposed to...
3 years ago
I want to make a room purchasable from two locations, both doors move just fine but after the first trigger is purchased the second one stays and can be purchased infinitely. Does anyone know if there is a way to do this with only KVP's or will I need to do some scripting
Edit: I fi...
Edit: I fi...
3 years ago