Author Topic: Static, unstatic, no change?  (Read 1078 times)

Legacy_Valmont667

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Static, unstatic, no change?
« on: September 14, 2010, 12:37:59 am »


               I'm working on a module with a spiders den. The room is filled with cobwebs and the spider itself is hidden behind a corridor covered in webbing.

I have tried turning the web object from static to unchecked static but am unable to have cobwebs that the player and creature can walk through. I'm sure I've done this before but can't remember how or when, unless I'm thinking of the NWN2 toolset.

Any information will be met with additional praise.

Thank you.
               
               

               
            

Legacy_Shadooow

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Static, unstatic, no change?
« Reply #1 on: September 14, 2010, 01:05:58 am »


               I guess it was in NWN2, in NWN1 it would need changing walkmesh in the placeable model.

Although... try to set the web a bit above floor, or below... could work too...
               
               

               


                     Modifié par ShaDoOoW, 14 septembre 2010 - 12:06 .
                     
                  


            

Legacy_Valmont667

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Static, unstatic, no change?
« Reply #2 on: September 14, 2010, 01:31:42 am »


               No such luck. I've since changed it so the player must destory the web to progress into the den but I still wanted the spiders hole to be covered in web so it can jump out at players. I may have to script the web to destory itself when the spider is triggered.

UPDATE: So on the spiders trigger I added a Destory Object (web) on Exit script. The script, for some unknown reason, makes it so the web isn't destroyed fully. I can see the web is still there but I can now walk though it as if it were gone? I don't know how it happened but its doing what I wanted so I'll just go with it. '<img'>

UPDATE:
Nevermind. The PC can pass through the web but the spider can not. I'll just remove the bocked webbing and move on.

Thanks anyway.
               
               

               


                     Modifié par Valmont667, 14 septembre 2010 - 12:47 .
                     
                  


            

Legacy_Shadooow

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Static, unstatic, no change?
« Reply #3 on: September 14, 2010, 02:57:14 am »


               

Valmont667 wrote...

UPDATE: So on the spiders trigger I added a Destory Object (web) on Exit script. The script, for some unknown reason, makes it so the web isn't destroyed fully. I can see the web is still there but I can now walk though it as if it were gone? I don't know how it happened but its doing what I wanted so I'll just go with it. '<img'>

UPDATE:
Nevermind. The PC can pass through the web but the spider can not. I'll just remove the bocked webbing and move on.

Thanks anyway.

Yeah that happen if the placeable is static. As static placeables are not updated until re-enter.  I think that someone with modelling experiences couldd make new walkmesh enabling you to move them through and it should also work in server's override. I haven't messed with walkmeshes yet however.
               
               

               
            

Legacy_kalbaern

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Static, unstatic, no change?
« Reply #4 on: September 14, 2010, 03:40:50 am »


               Often you can lower a placeable and it'll no longer hinder movement. Try manually lowering your webs from -0.2 to -0.5 on their Z axis and walk test it.
               
               

               
            

Legacy_Valmont667

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Static, unstatic, no change?
« Reply #5 on: September 14, 2010, 07:49:01 am »


               No luck passing through when lowered to -0.5 but thanks for the advice.
               
               

               
            

Legacy_Shadooow

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Static, unstatic, no change?
« Reply #6 on: September 14, 2010, 03:35:34 pm »


               

kalbaern wrote...

Often you can lower a placeable and it'll no longer hinder movement. Try manually lowering your webs from -0.2 to -0.5 on their Z axis and walk test it.

hmm didn't I gave this advice in my first post? I know your is more specific but sometimes I feel im speaking to myself there.
               
               

               
            

Legacy_kalbaern

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Static, unstatic, no change?
« Reply #7 on: September 14, 2010, 04:06:37 pm »


               

ShaDoOoW wrote...

kalbaern wrote...

Often you can lower a placeable and it'll no longer hinder movement. Try manually lowering your webs from -0.2 to -0.5 on their Z axis and walk test it.

hmm didn't I gave this advice in my first post? I know your is more specific but sometimes I feel im speaking to myself there.

 
Sometimes things just need reworded or made clearer ShaDoOoW ... or restated until they sink in '<img'>

I'd also try making webs using a variety of appearances and test placing them below the walkmesh too. You may yet find one that meets your needs. I''m pretty sure DLA had some hanging webs that can walked through. I think a few were added in 1.69 and there's a bunch more if you are using the CEP 2.3.

Something else to consider is a visual effect. Apply the visual that appears when web is cast,
               
               

               
            

Legacy_Valmont667

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« Reply #8 on: September 14, 2010, 11:13:09 pm »


               I always update to 1.69 and have also downloaded CEP 2.3 but maybe I've not loaded it properly if you say it has lots of webbing. I've installed CEP to the NWN directory but do I need to load it into my module to take advantage of the extras? I know a stupid question right, I just installed it and didn't really check to see if it had loaded into the toolset. I'm guessing I would notice if 4GBs of extra content was there.
               
               

               
            

Legacy_Eradrain

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Static, unstatic, no change?
« Reply #9 on: September 17, 2010, 03:56:53 pm »


               

Valmont667 wrote...

I always update to 1.69 and have also downloaded CEP 2.3 but maybe I've not loaded it properly if you say it has lots of webbing. I've installed CEP to the NWN directory but do I need to load it into my module to take advantage of the extras? I know a stupid question right, I just installed it and didn't really check to see if it had loaded into the toolset. I'm guessing I would notice if 4GBs of extra content was there.


You need to manually add haks and .tlks to a module in order for that module to use them, yes.

Module Properties > Custom Content, in the toolset.