Doors: Difference between revisions
		
		
		
		
		
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m (→Tutorials:  sdknuts)  | 
				TomEdwards (talk | contribs)   (NPC Behaviour)  | 
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*[[prop_door_rotating]]  | *[[prop_door_rotating]]  | ||
*Doors can also be made with several other moving entities.  | *Doors can also be made with several other moving entities.  | ||
==NPC Behaviour==  | |||
===Navigation===  | |||
NPCs are able to open unlocked <code>prop_door_rotating</code> 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-scriped 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===  | |||
[[Image:Door nodepattern.png|center|Optimal node pattern for a doorway]]  | |||
;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  | |||
:<code>[[info_node_hint]]</code> of type <code>Entrance / Exit Pinch</code>.  | |||
:Ensures that NPCs travelling through the doorway do so one at a time.  | |||
:'''Limitation:''' NPCs that are not using the node (i.e. are not travelling through the door) may still choose to stand on it! This is a bug that should be fixed.  | |||
==See also==  | ==See also==  | ||
Revision as of 00:36, 7 August 2006
Entities
- func_door
 - func_door_rotating
 - prop_door_rotating
 - Doors can also be made with several other moving entities.
 
NPC Behaviour
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-scriped 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_hintof typeEntrance / Exit Pinch.- Ensures that NPCs travelling through the doorway do so one at a time.
 - Limitation: NPCs that are not using the node (i.e. are not travelling through the door) may still choose to stand on it! This is a bug that should be fixed.
 
