Doors: Difference between revisions

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m (Robot: fixing template case.)
(removing npc and abstract mapping parts)
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__NOTOC__
{{Abstract Mapping}}
== Entities ==
== Entities ==
*[[func_door]]
*[[func_door]]
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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 behavior ==
=== 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-scripted 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 ==
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* [[WiseDoor]]
* [[WiseDoor]]
* [[Blowout Doors]]
* [[Blowout Doors]]
* [[:Category: Level Design]]

Revision as of 17:28, 22 March 2009

Entities

See also