Info node: Difference between revisions

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==Outputs==
==Outputs==
* {{o targetname}}
* {{o targetname}}
==See also==
*[[Node graph]]
[[Category:AI]]
[[Category:AI]]
[[Category:Entities]]
[[Category:Entities]]

Revision as of 17:49, 16 September 2005

Template:Wrongtitle

Entity Description

Hammer Visualization of info_node

A 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.

Create an interesting map, place some AI entities 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.

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.

Example map (VMF)

This alone has fully set up your AI for a map.

Keyvalues

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

Inputs

Outputs

See also