Sure, health is designed for obstacles. My idea was just to try to 'hack it' in that way...Prozail wrote:@leki: Monsters actually doesn't have a separate HealthComponent, its handled in MonsterComponent
In other words: mesh node is blocking, as it was in LoG1, but he will also get console errors with capsule, ingame errors with sounds, drop loot, imunities, exp, monster evasion... so in the end, he can rebuild Monster definition using LoG1 defs, run it in engine in some way, but it's pain atm... and finally, there is really not reason to rip out dat file, go through hashes (or use for it that nice blenders python script), find skeleton model and identify main meshName...
