Doors: Difference between revisions
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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 01:36, 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_hint
of 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.