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#576287 27/11/15 03:09 PM
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Ikul Offline OP
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In a mod I'm working on, I've got an obstruction -think of a gate- the player can move aside by manipulating nearby controls.
The controls move the item to a trigger, which works fine, but I need the AI grid to be adapted the same way and I can't find where that can be changed.

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old hand
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If the object you are using is "scenery" the AI grid will not update. You can see this on the side bar.

To change that you need to change some of the settings on the side bar like give it stats or make it movable.

But the bigger problem is that many objects in the game do not have that purple dynamic AI painting that you see from stuff like tables and chairs.

My suggestion would be to look through the root templates and place objects till you find one that has the purple AI coloring.

I'd say look at PUZ_DOOR_DungeonPrison_A
You can stop it from being a door by removing the "on use action" if it has one. Then you can use the scale to make it bigger if you need.

Also don't forget that when you change some items on the sidebar, for it to take effect you need to do a cntl+r.

Last edited by SniperHF; 27/11/15 11:16 PM.
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Ikul Offline OP
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Well, for it to be moved by the Story scripts, it needs to be made Global and if you check that it automatically becomes not-scenery, so that's fine. It is the purple thing that poses a problem.
I'll follow your advice, thanks.

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Ikul Offline OP
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Is it possible to simply open a door through the story scripter?

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old hand
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Yes.

Use the call ItemOpen.

You might need to use ItemUnlock right before it as well.


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