NPC Door Navigation: Difference between revisions
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Brandished (talk | contribs) (New page: == 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 [[nodegra...) |
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== Navigation == | == Navigation == | ||
[[NPC]]s 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 == | == 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]]. | 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. | 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. | ||
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== See Also == | == See Also == | ||
* [[Half-Life 2 Level Creation]] | * [[Half-Life 2 Level Creation]] | ||
[[Category:AI]] | |||
[[Category:Level Design]] |
Revision as of 13:58, 19 March 2011
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-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
- 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.