In the tooset it is possible to move a placeable a bit into the ground and disable it’s pwk this way.
But is it possible to move a pwk alone with an animation? The plan is to activate/deactivate the walkmesh this way.
In the tooset it is possible to move a placeable a bit into the ground and disable it’s pwk this way.
But is it possible to move a pwk alone with an animation? The plan is to activate/deactivate the walkmesh this way.
Have a look at the invisible wall placeable for an example. The activate / deactivate animation changes the walkability. It also changes the visuble to invisible, but you might not need that.
IIRC SetObjectVisualTransform is less useful here, because it leaves the wakmesh alone while moving the visual and use nodes - but you could test that.
Uh sorry, but no. At least not the bio invisible wall. Activate / deactivate changes only the visibility of the node (which is moved into the ground) but does not change the pwk.
My bad - sorry.
The CEP doors do this by creating or destroying an invisible blocking object, in addition to the visible placeable which allows movement.
Not 100% sure, but I don’t think it is possible to do this with animations.
But in EE you could use a combination of Z position (via a location
) and Z translation (via visual transform
) manipulation in a script (in addition to playing the animation); e.g. subtracting 2 from the Z position (thereby disabling the pwk) and then adding 2 to Z translation (placeable appears at the same position as before). For re-enabling the walkmesh you’d just need to reverse both operations.
Thanks
Stil sticking on 1.69
I made this nice Tollgate? (is that the correct term??) and by now the movement is blocked by an invisible object which is created / destroyed by opening / closing the gate. This requires additional scripting …
Sigh, I think need to go over to plan B and analyse the bio-doormechanics. Those vanilla portcullies should actuall have what I need.
CEP2.x has door placeables with ready-made scripts.