Doors: Difference between revisions
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__NOTOC__ | |||
{{abstract mapping}} | {{abstract mapping}} | ||
==Entities== | == Entities == | ||
*[[func_door]] | *[[func_door]] | ||
*[[func_door_rotating]] | *[[func_door_rotating]] | ||
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*Doors can also be made with several other moving entities. | *Doors can also be made with several other moving entities. | ||
==NPC | == NPC behavior == | ||
===Navigation=== | === 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. | 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=== | === 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]]. | 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. | 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=== | === Optimal node pattern === | ||
[[Image:Door nodepattern.png|center|Optimal node pattern for a doorway]] | [[Image:Door nodepattern.png|center|Optimal node pattern for a doorway]] | ||
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:'''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. | :'''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. | ||
== | == Tutorials == | ||
*[ | * [http://www.sdknuts.com/akgsrch.asp?search=door&mode=allwords Door Tutorials] | ||
== | == See also == | ||
* [ | * [[Blowout Doors]] |
Revision as of 13:47, 5 October 2007
Entities
- func_door
- func_door_rotating
- prop_door_rotating
- Doors can also be made with several other moving entities.
NPC behavior
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.