Obstacle Shape

Overview 

Obstacle shape (navigational obstacle) – this is used when you do not need an NPC to enter a certain area on a map, or completely block their path.

Placement and Setup

Select “obstacle shape” in the Entity List and set it up to the navigation zone.

Properties

Base

 

Name of obstacle.

 

Transform

 

 

 

Position: Moving the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z.

 

 

Rotation: Rotating the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z.

 

Scale:

Scaling the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z.

 

 

Uniform: Multiplier that is applicable to all three axes at once; allows to edit the scale simultaneously on three axes.

 

 

Random Rotation: Random rotation of the selected obstacle shape in line with given numerical values along the 3 grid axes X, Y, Z.

 

 

Random Scale: Random scale of the selected obstacle shape in line with given numerical values along the 3 grid axes X, Y, Z.

 

Type

EDIT_AI_SHAPE

 

 

Static Data Key: Name of the object type. One class might have several different types. For example, you can create several weapons of the same type. They will have the same set of static properties but their values will be different.

 

 

Group: Editor group name (optional).

 

 

Bounding Size: AABB (axis-aligned bounding box) size.

 

 

Tag: A tag assigned by the user.

 

 

Lock Transform: This locks the object's movement, scaling, and rotation in the scene. Those can still be changed in the Properties window. When the map reloads, this will automatically unlock.

 

 

Lock to Heightmap: Obstacle shape locked to the heightmap.

 

 

Layer: Layer where the object lies.

Shape

Type

Box

 

 

Position: Moving the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z.

 

 

Rotation: Rotating the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z.

 

 

Half Size: Scaling the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z.

Persistent:

 

If a check mark is set on Persistent, then the NPC will be blocked by the selected obstacle_shape.


If you change the size of the obstacle shape, and it changes its color to red, this means the shape is not suitable and it is impossible to place the obstacle.

Examples of using

Cannot move from zone 1 to zone 2, or from zone 2 to zone 1 (if Persistent is activated or obstacle_shape is activated on Visual script by the Action node).

 

NPCs will bypass the area where there is no obstacle.

 


Exodus SDK © 2005-2023, 4A Games Limited. Developed by 4A Games®.
4A Games® is a registered trademark, and 4A Games Limited, Exodus SDK and their respective logos are trademarks of 4A Games Limited.
Published by Deep Silver. Deep Silver is a division of PLAION GmbH, Austria. Deep Silver and Plaion are registered trademarks of PLAION GmbH.
Metro Exodus is inspired by the internationally best-selling novels METRO 2033 and METRO 2034 by Dmitry Glukhovsky.
All other trademarks, logos and copyrights are property of their respective owners. All rights reserved.
By using this site, downloading or using the Exodus SDK or related content, you are agreeing to be bound by the terms of the End User License Agreement.


EULA