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I just checked and technically it's possible to do that with example the TOOL:Also is it possible to add a walkpatch to items?
case "careen_back1":
pchar.quest.careen_back1_A.win_condition.l1 = "locator";
pchar.quest.careen_back1_A.win_condition.l1.location = "BB_careen_shore";
pchar.quest.careen_back1_A.win_condition.l1.locator_group = "quest";
pchar.quest.careen_back1_A.win_condition.l1.locator = "1";
pchar.quest.careen_back1_A.win_condition = "careen_back1_A";
break;
case "careen_back1_A":
ChangeCharacterAddressGroup(Pchar, "BB_careen_shore", "goto", "1_back");
LAi_QuestDelay("careen_back1", 0.1);
break;
Many things have been tried, some very fancy and promising, but nothing worked.Is there any way to stop getting through buildings that you build?
I believe so too.Some ship model files have the same problem. My guess is that the files are corrupted somehow and need to be repaired with Maya.
It wouldn't work for items anyway.Well if i can't open the gm files then i can't try adding patches.![]()
It wouldn't work for items anyway.
Only location models (and perhaps ships?) use those patches.
I guess there is a reason that this exists for so much time. At least i tried.Even if you could manage to make a walkpatch for let's say a building it wouldn't create a hole in the
locations walkpatch. Which is what you need I guess.
My assumption is that would have something to do with the collision detection in the character model.How does the game stop you from walking through characters? If each building is created with a character in the middle, and if you can't walk through him, is there a way to increase the radius of the area which he blocks?
Let's hope for the first.My assumption is that would have something to do with the collision detection in the character model.
Either that, or there's a radius hard coded for characters in the engine.
For some reason, the suggestion to make a character model into a building does ring a bell for me.Let's hope for the first.
In initItems.c you can see the character models referred to. Maybe the buildings work like equipped weaponsthe suggestion to make a character model into a building does ring a bell for me.