NPC Door Navigation: Difference between revisions
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Thunder4ik (talk | contribs) m (Unicodifying, replaced: See Also → See also, [[Image: → [[File:) |
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;Entrance / Exit Pinch | ;Entrance / Exit Pinch | ||
:<code>[[info_node_hint]]</code> of type <code>Entrance / Exit Pinch</code>. | :<code>[[info_node_hint]]</code> of type <code>Entrance / Exit Pinch</code>. | ||
: | :{{warning|This hint type is useless for the purpose of this tutorial, it is a {{hl2|4}} beta leftover used for a cut [[Antlion Guard]] searching behavior. It is therefore safe to replace it with an <code>[[info_node]]</code>.}} | ||
== See also == | == See also == |
Latest revision as of 14:39, 9 May 2025
NPCs are able to open unlocked prop_door_rotating
entities, if their programming permits it. The process is automated and requires only that a valid nodegraph link travel through the doorframe.
Combat
Valve's AI does not yet contain any door-specific combat code. NPCs will stand in doorways when others from their squad attempt to pass through, and do not understand the principle of clearing a room from a door entry. For these reasons, combat in or around doorways should be either avoided, or semi-scripted with assaults.
It is quite possible to have NPCs enter a combat area through a door, but without custom AI code the door itself should not be a point of interaction.
Optimal node pattern
- Main movement targets
- Guarantee a nodegraph link by presenting a straight line through the doorframe.
- Placed slightly ahead to decrease the likelihood of NPCs stopping too close to the door and causing congestion.
- Flank nodes
- Create alternate exit points, and are a solid choice for FIND_COVER routines.
- Entrance / Exit Pinch
info_node_hint
of typeEntrance / Exit Pinch
.Warning:This hint type is useless for the purpose of this tutorial, it is a
Half-Life 2 beta leftover used for a cut Antlion Guard searching behavior. It is therefore safe to replace it with an
info_node
.