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Re: NPC Navigation [message #49025 is a reply to message #49024] Sun, 08 February 2009 00:47 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
A_symmetry wrote on Sat, 07 February 2009 22:20

I believe Keshire brushed this topic at one time somewhere. I have a question about NPC Navigation and Spawning Buildings.
When I spawn buildings my enemy NPCs walk straight through them. I was wondering how I could apply clippings to my buildings to prevent this. Would I need to modify my NPCs as well? I used chocolate box. I also already tried to make the perimeter around the buildings unwalkable with the editor tools in chocolate box. Alas it has been to no avail. Any help would be appreciated.
The only modification of the NPCs would be the scripts of those who are going to own and live in the building. Check existing scripts to see how this works.
A_symmetry wrote on Sat, 07 February 2009 22:20

There's one more thing. In the filler levels, how can I modify my NPCS navigation to actually walk around in the filler? Is it even possible? Can I edit this through .tng files I assume?
Navigation information is stored in the lev. ChocolateBox was at one time capable of editing navigation data, and I think AE either still is or was capable of doing this as well. There was a problem though, it was very buggy and limited (most likely why it was removed from CBox).

The best you're going to get until there's a tool for it is doing it yourself with a hex editor. Specifications here. Good luck.

But, I've a suggestion first. Try lowering the Z position of the building to the point that a complete circumference of it is underground. Still might not work, but is worth a try.
 
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