Zh-tw/Nodegraph: Difference between revisions

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== 連結控制 ==
== 連結控制 ==
The info_node_link is a VERY valuable entity.  It "forces" a connection between two nodes.
For example, if you are building an elevator and an NPC needs to come along for the ride, it is sometimes difficult to get the info_nodes to work properly since the elevator is a brush-based entity and not a world brush.  This can cause a myriad of problems and the NPC will not want to get on the elevator, even if you have a scripted_sequence on it.  However, by using an info_node_link you can solve this problem.
Simply place an info_node on the ground and another right above the elevator platform.  Now make an info_node_link close to those nodes. Check the properties of the info_nodes and get their NodeIDs.  Now go back into the properties of the info_node_link and put the target NodeIDs in the starting and ending node sections. That's all there is to it. You will now have two connected nodes that can be enabled/disabled on command.


== Usage by NPCs ==
== Usage by NPCs ==

Revision as of 09:16, 19 August 2010

Template:Otherlang2

Nodegraph被設計者用來幫助NPC的AI規劃活動路徑,Nodegraph包括人工放置的Nodes(節點)與自動在Node間形成的Links (連結)。每個獨立的Node代表NPC實際上可以移動到的地方,Nodegraph的連結則會在編輯時自動產生,但可以用連結控制工具來調整。AI會驅使NPC順著連結從一個節點移動到另一個節點,不過不一定會精確地到達Node的位置,也不一定會走直線路徑。

  • 一個節點可能會有「Hint(指示節點)」協助,像是「蹲下掩護」之類的,來幫助NPC在某些特定的位置做出反應。詳情參見Hint nodes
  • Counter-Strike:Source 的 BOT 也有類似的東西,叫做 Navigation Meshes(網狀導航).

編輯

Nodegraph會在地圖載入時自動存入ain檔,除非本來就有相符的ain檔存在。(未完成)

構成要素

以下是建立Nodegraph的要素:

地面節點
info_node
info_node_hint
info_node_climb
空中節點
info_node_air
info_node_air_hint
連結控制
info_node_link
info_node_link_controller

建立

放置節點

map_edit

指示節點

曲線除錯

連結控制

Usage by NPCs

When an NPC attempts to build a route, it accesses the nodegraph to follow these steps:

  • 找尋距離NPC的位置最近的節點
  • 找尋距離NPC想到的位置最近的節點
  • 確認兩點間有連接起來,並且找尋最佳路徑
  • 使用 moveprobes 來確認NPC可以抵達目標節點
  • 使用 moveprobes 來確認NPC可以利用目標節點到達他想到的位置


這個條目同時存在於