Canderis Posted March 3, 2009 Share Posted March 3, 2009 For a mod I am making I would like to get to spots on the map that you "can't" really get to EX behind the counter at a bar or at the landing platform here: How would I do that? I know in k1 you'd use the warp band 2000 thing but in TSL? Link to comment Share on other sites More sharing options...
HK-42 Posted March 3, 2009 Share Posted March 3, 2009 That landing platform you can never get to. It has no walkmesh. As for behind a bar you could get there by finding a whereami of right next to it, then altering it a bit. till you get it right. Link to comment Share on other sites More sharing options...
Canderis Posted March 3, 2009 Author Share Posted March 3, 2009 Any more reliable ways? And HK are you sure you can't go there? Link to comment Share on other sites More sharing options...
HK-42 Posted March 3, 2009 Share Posted March 3, 2009 Any more reliable ways? And HK are you sure you can't go there? Almost 100% Positive, that module has a horrible walkmesh period because it was never used, except for a cutscene. Those landing pads were just things you could see through a window. Link to comment Share on other sites More sharing options...
Canderis Posted March 3, 2009 Author Share Posted March 3, 2009 Almost 100% Positive And that's why I want to make sure as it would be really nice for a mod I am working on. Link to comment Share on other sites More sharing options...
Darth InSidious Posted March 4, 2009 Share Posted March 4, 2009 There's no walkmesh. Even if you got there, you'd be unable to move. And nope, I'm afraid AFAIK there's no easier way. You're just going to have to input the co-ords, compile the module, load, move the co-ords, recompile etc. like the rest of us. Link to comment Share on other sites More sharing options...
HK-42 Posted March 4, 2009 Share Posted March 4, 2009 There's no walkmesh. Even if you got there, you'd be unable to move. And nope, I'm afraid AFAIK there's no easier way. You're just going to have to input the co-ords, compile the module, load, move the co-ords, recompile etc. like the rest of us. Maybe if you overrided the walkmesh with another one, went behind the bar, found the whereami, the restored the walkmesh? Link to comment Share on other sites More sharing options...
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