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{{LanguageBar}}
{{wrongtitle|title=info_node_climb}}
[[File: info_node_climb.png | right| 300px]]
{{CD|CNodeEnt|file=1}}
{{this is a|point entity|name=info_node_climb|except=Left 4 Dead series}}  


==Entity Description==
==Entity description==
A climb-node for AI navigation. Only usable by NPCs that can climb.
A [[nodegraph]] and [[hint node]] entity, used only by [[:Category:Climbing NPCs|Climbing NPCs]].  Climb nodes work similarly to [[func_useableladder]], in that there is a bottom point and a top point.  Unlike ladders, you instead place two climb nodes to determine the position of these two points.  One node at the bottom and another vertically above the bottom one.
{{note|In {{Dmmm}}, the top node must be named and it's name must start with <code>climb_up</code> or just be named that.  Otherwise the node will fail to connect with the bottom node regardless if it's connected with [[info_node_link]] or it's counterparts.}}


==Keyvalues==
== Keyvalues ==
* {{kv targetname}}
{{KV Targetname}}
* {{kv angles}}
{{KV Angles}}
* {{kv node}}
{{KV HintNode}}
* {{kv hintnode}}


==Inputs==
== Flags ==
* {{i targetname}}
{{Fl HintNode}}
* {{i hintnode}}
 
== Inputs ==
{{I HintNode}}


==Outputs==
* {{o targetname}}


[[Category:Entities]]
[[Category:AI]]
[[Category:AI]]
[[Category:Nodes]]
[[Category:Node entities]]

Latest revision as of 11:25, 14 August 2024

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Info node climb.png
C++ Class hierarchy
CNodeEnt
CServerOnlyPointEntity
CServerOnlyEntity
CBaseEntity

info_node_climb is a point entity available in all Source Source games except Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.

Entity description

A nodegraph and hint node entity, used only by Climbing NPCs. Climb nodes work similarly to func_useableladder, in that there is a bottom point and a top point. Unlike ladders, you instead place two climb nodes to determine the position of these two points. One node at the bottom and another vertically above the bottom one.

Note.pngNote:In Dark Messiah of Might and Magic, the top node must be named and it's name must start with climb_up or just be named that. Otherwise the node will fail to connect with the bottom node regardless if it's connected with info_node_link or it's counterparts.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Hint (hinttype) <integer choices>
Hint types
  • 0 : None
  • 2 : World: Window
  • 12 : World: Act Busy Hint
  • 13 : World: Visually Interesting
  • 14 : World: Visually Interesting (Don't aim at)
  • 15 : World: Inhibit Combine Mines within 15 feet
  • 16 : World: Visually Interesting (Stealth mode)
  • 100 : Crouch Cover Medium
  • 101 : Crouch Cover Low
  • 102 : Waste Scanner Spawn
  • 103 : Entrance / Exit Pinch
  • 105 : Enemy Disadvantage Point
  • 106 : Health Kit
  • 400 : Antlion: Burrow Point
  • 401 : Antlion: Thumper Flee Point
  • 450 : Headcrab: Burrow Point
  • 451 : Headcrab: Exit Pod Point
  • 500 : Roller: Patrol Point
  • 501 : Roller: Cleanup Spot
  • 700 : Crow: Fly to point
  • 701 : Crow: Perch point
  • 900 : Follower: Wait point
  • 901 : Override jump permission
  • 902 : Player squad transition point
  • 903 : NPC exit point
  • 904 : Strider node
  • 950 : Player Ally: Push away destination
  • 951 : PLayer Ally: Fear withdrawal destination
  • 1000 : HL1 World: Machinery
  • 1001 : HL1 World: Blinking Light
  • 1002 : HL1 World: Human Blood
  • 1003 : HL1 World: Alien Blood
Hint Activity (hintactivity) <string>
Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
Node FOV (nodeFOV) <integer choices>
Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
  • 45 : 45 Degrees
  • 90 : 90 Degrees
  • 180 : 180 Degrees
  • 360 : 360 Degrees
Start Hint Disabled (StartHintDisabled) <boolean>
Spawn the hint disabled.
Hint Group (Group) <string>
If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
Target node (TargetNode) <node_dest>
The node ID of an associated target node, if any.
Ignore Facing (IgnoreFacing) <integer choices>
Don't pay attention to the facing of the node. May not apply to a given hint type.
  • 0 : No
  • 1 : Yes
  • 2 : Default
Radius (radius) <integer>
Allows hints to only be usable in a pre-defined radius(in all games since Alien Swarm)(also in Mapbase)
Weight (hintweight) <integer>
Allows NPCs to prefer certain hints over others (only in Mapbase)
Minimum State (MinimumState) <integer choices>
Require an NPC have a minimum state to use the hint.
  • 1 : Idle
  • 2 : Alert
  • 3 : Combat
Maximum State (MaximumState) <integer choices>
Require an NPC have a maximum state to use the hint.
  • 1 : Idle
  • 2 : Alert
  • 3 : Combat
Node ID (nodeid) <integer>
Read-only internal Hammer value.


Flags

Allow jump up : [65536]


Inputs

HintNode:
EnableHint
Enable hint.
DisableHint
Disable hint.