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Trying to use Wall – TOS Open Gate as a doorway

I have been working on a custom base map, and I was using the Wall – TOS Open Gate asset for the doors in the base, instead of the more commonly-used door assets.

When I tested my map on Holodeck, however, I found that the gate asset would block the player's away team from following the player. The strange part is that it does not always do so.

Does anyone have any experience that they might share in this regard? Is there a trick to make the gate doorways passable to the player's away team on a consistent basis?

Thanks!

Comments

  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    Have you tried it after publishing? BOFF and NPC pathing isn't calculated until the publishing process.
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  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    Yes, I know that the pathing is calculated during publishing, so I test publish my maps as I create them in order to make sure that they are working. When I did, I found that the BOFFs would become trapped behind the TOS Gates in a somewhat random fashion. I can deal with it if the behaviour is consistent (for instance, if all of the BOFFs become trapped at the first gate), but it seems to be hit and miss.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Hmm... did you test an open one that doesn't have a trigger at all?
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  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    No, but I do want the trigger there to change the doorway from the closed state to the open state. This might turn out to be something of a serendipitous thing - I'm currently testing to see if a reach marker placed very close to the first door of my map that triggers another closed gate asset will allow me to separate the away team BOFFs from the player.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    BOFFs don't like narrow passages and sometimes you got to account for that.

    You got to either make a wider doorway, or Force BOFFs through using the positions button.
  • johnnysnowballjohnnysnowball Member Posts: 399 Arc User
    If you want the pathing to calculate as if a door is there you might try putting invisible walls that don't have any state change on either side of the opening where the gate is. Maybe that way a path THROUGH the door can be calculated? Anything with a state change is calculated as not existing so your BOffs are trying to run down a corridor that is suddenly mostly blocked by the gate around the door.
  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    That sounds like a very good idea, and I'll have to try it out for future use; however, I've found that I can use the closed to open to closed gates to effectively trap the BOFFs and single out the player. This works even better for my purposes on this map.

    Thanks!
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