<jumping on...>
You might, for instance, place a trigger at the very edge of a chasm. When a player enters it, if he is running and skilled at jumping (if you've implemented the skill), play the disappear anim (for a leap up), Jump the PC to the matching waypoint on the other side and play the appear anim.
If they were not running, you might skid them to a screeching halt.
If they were running but failed their dex or jump check, transition to the foot of the cliff, apply damage, play the "all-fall-down-and-whimper" anim and have a great, basso voice thunder "What were you thinking!?" <tmi, old man>
Er, yeah. Triggers that check things. That's the ticket ;-)
Edit: Otherwise, reverse the situation. Make an invisible bridge (walkmesh) and block it when it is impassible and unblock it when passible. Funky did a pretty cool looking bone bridge that way...
<...the bandwagon>
Modifié par Rolo Kipp, 14 avril 2012 - 09:34 .