Info node: Difference between revisions
Speedvoltage (talk | contribs) (→Usage) |
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This alone has fully set up your AI for a map. | This alone has fully set up your AI for a map. | ||
{{note|If, for some reason, your NPCs are not moving to the nodes or are simply not moving at all despite the existence of nodes, the first thing you want to try is to add a few [[info_node_hint|hint]] nodes with contextual information like Crouch Cover Low. If they are not moving to those nodes either, then the game did not build or rebuild the node graph data. In order to get them to build automatically at every new compile you make, create an autoexec.cfg in your cfg folder and add '''ai_norebuildgraph 1'''. You may also use the command '''map_edit''' right after compiling your map, as this command will force the nodes to rebuild when you edit, add or remove nodes while in-game.}} | {{note|If, for some reason, your NPCs are not moving to the nodes or are simply not moving at all despite the existence of nodes, the first thing you want to try is to add a few [[info_node_hint|hint]] nodes with contextual information like Crouch Cover Low. If they are not moving to those nodes either, then the game did not build or rebuild the node graph data. In order to get them to build automatically at every new compile you make, create an autoexec.cfg in your cfg folder and add '''ai_norebuildgraph 1'''. You may also use the command '''map_edit''' right after compiling your map, as this command will force the nodes to rebuild when you edit, add or remove nodes while in-game. Check [[Nodegraph|the nodegraph page]] for a full explanation on nodegraph usage.}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 10:59, 7 February 2018
Entity description
It is a ground navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move to them.
- Ground nodes fall to the ground when they spawn, so you can place them up to 128 units above any solid world geometry, which excludes func_brush, and they will still work.
- When placing nodes on displacements, place them slightly above the terrain to ensure connections are properly made. Use the Transform tool (Ctrl+M) to move many nodes quickly.
Usage
Create an interesting map, place some enemies in it, and run it. Don't kill them straight away but turn on mat_wireframe and watch their actions as you move around. You'll see them, more or less, run straight at you and shoot. This is because they have no bearings in the world other than your position.
Leave the game and lay down info_node entities across the map, preferably at each point where the AI would have to choose what to do, or anywhere the AI might want to go - basically, any important place for the AI. Then recompile and do the same as last time. You should now see them group and attack together if they need to, seek cover, throw grenades at far more suitable times, try to get around you and more - all because you added a few nodes.
This alone has fully set up your AI for a map.

Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Node ID (nodeid) <integer>
- Read-only internal Hammer value.
Flags
- 1 : Force human permission
- 2 : Force small_centered permission
- 4 : Force wide_human permission
- 8 : Force tiny permission
- 16 : Force wide_short permission
- 32 : Force medium permission
- 64 : Force tiny_centered permission
- 128 : Force large permission
- 256 : Force large_centered permission
- 512 : Keep editor position