Obstacle Area

Overview 

Obstacle area (navigational obstacle) – if you need an NPC not to enter a certain area, a specific place on a map, or completely block their path, then you can use obstacle area.

Placement and Setup

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

Properties 

 

Base

 

Obstacle name

 

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

 

 

Random Rotation: Random rotation of the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z

 

Type

ai_obstacle_area

 

 

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: The tag assigned by the user.

 

 

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

 

 

Lock to Heightmap: Obstacle shape locked to the heightmap.

 

 

Layer: Layer on which the object lies.

Shape

Edit

When you place obstacle on the map you can create a special zone for it by using left mouse button and place many points, press the Edit button when you do not need more points.

Looped

 

 

Height

 

Change the height of the obstacle.

Points

 

Here you can edit coordinates of selected points (max number of points is 31).

 

 

 

Persistent:

 

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

Examples of Use

“Obstacle area” is a bit more upgraded than “obstacle shape” and can be used for more specific areas.

For example, you would not want any NPC, human or monster, to get close to a car, so “obstacle area” can be used next to the car.

 


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