that will activate or deactivate the traverse (example: wall_hop_zombie)
as a example:
I'm standing on a big elevator and there is a window in the elevator but when i'm going down then the traverse most be deactivated and when the elevator is back then the traverse most again to activate (that the zombies can jump over it )
not trying to disconnect the transverse, but disconnecting the pink nodes leading up to it
Yes I have it done also with the Dynamicpath function on the clip.
but it when it disconnect the pathnodes (pink nodes) then the traverse are also disconnected
And What you can see on the picture:
1 without the sandbags, then only the pathnodes (pink nodes) most active (not the traverse)
and
1 with the sandbags picture, then most the traverse active. and the pathnodes (pink nodes) disconnected.
what 2 different pictures most like is that, I have 2 different gamemodes and with the first one (with sandbags) then the zombies most climb over and when the other gamemode is active then the zombies most walk not do a ghost animation (climb over)