Ok, so I had this scene in a mission, where I wanted you to walk down the hall of your ship, be able to look out a window at a starfield, then you go talk to an npc, walk back down the same corridor and bam! explosions, and a your ship is being boarded by an enemy ship which breached your hull at that window. You then fight your way inside the enemy ship, disable the grapplers holding it to your ship and escape back to the first hall.
Problem was, because the floors and ceilings of the enemy ship were set to appear and then disappear, pathing was majorly screwed up, both NPC and BOFF pathing. I'm sure some of you have experienced this as well when you have triggered details that affect pathing.
Previously, there wasn't much we could do. However, now that Taco has added invisible floors, you can simply put these where the visible floor piece will be triggered. It'll calculate pathing based on having a solid surface there, but nothing will be visible till your floor piece spawns in.
This was suggested to me a while back on the Roundtable, but I only got to testing it last night, and wanted to let everyone know it works.
Comments
Needless to say the invisi floor needs to be set to be there at all times.
My character Tsin'xing