Hint nodes: Difference between revisions

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=== Enable/Disable Hint ===
=== Enable/Disable Hint ===
Hint Nodes can accept both '''EnableHint''' and '''DisableHint''' inputs via the [[Inputs and Outputs]] system.
{{note|This enables/disables only the ''hint type'' effect of the hint node, not the ''[[nodegraph]]'' effect (use [[info_node_link_controller]] to dynamically enable/disable areas of the nodegraph).}}
This enables/disables only the hint type function of the hint node, not the [[nodegraph]] function (use[[info_node_link_controller]] to dynamically enable/disable areas of the nodegraph).
 
By default the '''StartHintDisabled keyvalue''' is set to 0 (No), which means that the hint is ''active'' when the game begins. Set this value to 1 (Yes) to disable the hint until it is triggered by another event, via the [[Inputs and Outputs]] system. Hint Nodes can accept as many '''EnableHint''' and '''DisableHint''' inputs as you like.


==Limitations and Bugs==
==Limitations and Bugs==

Revision as of 20:36, 2 March 2008

Note.pngNote:Do not confuse Hint nodes with Hint brushes, which are used to control visibility in a map.

Hints give specific information about their location to help NPCs decide how to react to, or make best use of, that specific locus. Hints are only semi-scripted. You cannot force an NPC to use a hint (with the exception of actbusy routines). Hints are only suggestions, to be weighed by an NPC's AI code during gameplay.

Hint Entities

There are only four point-based classes of entity that provide hints to NPCs.

Unlike the hybrid hint nodes, info_hint does not get included in the nodegraph, so NPCs will not be able to navigate to it. Therefore if you set an info_hint to a hint type that tells the NPC to do something when they arrive at that locus (eg "Crouch Cover Low"), it will never get used but may well confuse an NPC who Thinks about using it. Only use info_hint for 'remote target' hint types such as "World: Visually Interesting". Otherwise use info_node_hint instead.
A Nodegraph and Hint System entity, combining all the features of both info_hint and info_node. It is a ground node, used by all NPCs that walk or crawl upon the earth.
A Nodegraph and Hint System entity, but used only by Flying NPCs.
A Nodegraph and Hint System entity, but used only by Climbing NPCs.

Each instance of a hint node must be positioned in exactly the right location on the map - dumb hint node placement will lead to dumb NPC behaviour. (As always, there's an exception and in this case it's ground nodes : if you position an info_node_hint in space above ground level it will always 'fall' to ground level. By contrast, info_node_air_hint, info_hint, etc will maintain their position in space.)

Each hint node can only suggest one hint, as an NPC can only use one hint at a time. Thus you may need to position an "enemy disadvantage hint" very close to a "crouch cover".

ai_changehintgroup also deserves an honourable mention: it is an event-logic entity that can be used to change the hint group of hint nodes and NPCs. It does not actually provide hints itself.


Hint Entity Properties

Hint

The most important property of a hint node is its hint type, which defines what information is being given to the NPC.

Please note that some NPC classes have special AI features, so not all hints will work with every NPC type.

Hint # Notes Codename Conditions NPCs Use with
None 0 By default, no hint is provided. This allows you to use an info_node_hint as an info_node, or an info_node_air_hint instead of info_node_air. Arguably it makes the basic info_node entities redundant. Obviously an info_hint without a hint is rather pointless. None All info_node_hint

info_node_air_hint

World: Window 2 A window that can be looked through. Most NPCs do not need this. HINT_WORLD_WINDOW npc_cscanner, npc_spotlight info_hint
World: Act Busy Hint 12 Used in an actbusy routine or queue. HINT_WORLD_WORK_POSITION npc_citizen info_node_hint
World: Visually Interesting 13 Used to mark interesting areas that the AI would not recognise on its own. A NPC will consider aiming at this node when they next choose a new target. Depending on the call the hint is found during the NPC’s state and ability to aim may affect their decision and the node may be locked for five seconds to prevent multiple NPCs staring at it in unison. If they cannot aim they will look at the target instead. HINT_WORLD_VISUALLY_INTERESTING
  • There are no hostiles in the area
  • The hint is in the NPC's view cone
  • The hint is in the NPC's range
  • The hint is not too close
All info_hint
World: Visually Interesting (Don't aim at) 14 Same as above, but only the head and eyes are affected. HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM See above All info_hint
World: Inhibit Combine Mines within 15 feet 15 Inhibits, but does not prevent, Combine mines from clamping into the ground within a 180 unit sphere around the hint. They will instead continue to bounce themselves until they are out of the hint's influence. This hint will not always have an effect. It is ultimately up to the mine if it wants to clamp or not. HINT_WORLD_INHIBIT_COMBINE_MINES
  • The NPC is within 180 units of the hint origin
combine_mine info_hint
Crouch Cover Medium 100 Tells a NPC that it can cover itself by crouching at this position. Cover itself is acquired automatically: this hint merely helps the AI efficiently determine how high said cover goes. Should provide 100 vertical units or more of cover. HINT_TACTICAL_COVER_MED
  • The hint is not visible to the NPC's threat
npc_citizen, npc_combine_s, npc_metropolice info_node_hint
Crouch Cover Low 101 Same as above, but tells the NPC to crouch lower. HINT_TACTICAL_COVER_LOW See above See above info_node_hint
Entrance / Exit Pinch 103 A node representing a small area through which NPCs should file one at a time, such as a doorway. HINT_TACTICAL_PINCH Hint must be between the NPC and its destination node. All? info_node_hint
Enemy Disadvantage Point 105 A weak spot in your opponent's position. NPCs will try to get here to attack hostiles. Remember to use hint groups on points that are only disadvantageous to one side! HINT_TACTICAL_ENEMY_DISADVANTAGED Unknown Unknown info_node_hint
Antlion: Burrow Point 400 Antlions will burrow in or out out of the ground at this point. HINT_ANTLION_BURROW_POINT npc_antlion info_hint
Antlion: Thumper Flee Point 401 Antlions will use this hint to flee towards when they are forced back by a thumper. It is not required, but is useful to control precise Antlion movements. HINT_ANTLION_THUMPER_FLEE_POINT
  • The Antlion must be fleeing from a thumper
npc_antlion info_node_hint
Headcrab: Burrow Point 450 Headcrabs will burrow in from this point. To have them burrow out, use spawnflags. HINT_HEADCRAB_BURROW_POINT
  • The Headcrab must not be within leap range of a hostile
npc_headcrab info_node_hint
Crow: Fly to point 700 Crows will fly towards this point when spawning, unless a perch point is nearer. HINT_CROW_FLYTO_POINT npc_crow info_node_air_hint
Follower: Wait point 900 NPCs under an ai_goal_lead will wait here for the player to catch up before continuing. HINT_FOLLOW_WAIT_POINT See ai_goal_lead info_node_hint
Override jump permission 901 NPCs will jump from a hint of this type to another of this type, if doing so will not hurt them. HINT_JUMP_OVERRIDE
  • Fall must not hurt the NPC
  • Destination hint must be available
All land-based info_node_hint
Player squad transition point 902 A NPC will teleport to one of these hints when its outsidetransition input is triggered. Locked for half a second after each use to prevent NPCs spawning inside each other. HINT_PLAYER_SQUAD_TRANSITON_POINT
  • NPC is in a single-player game
  • NPC is a player companion
  • NPC is not marked as vital
npc_citizen info_node_hint
NPC exit point 903 Part of an actbusy routine. NPCs will use this node to leave an area. HINT_NPC_EXIT_POINT
  • NPC must be part of an actbusy routine
npc_citizen info_node_hint
Strider node 904 Used by Striders to navigate and target their cannon weapons. HINT_STRIDER_NODE npc_strider info_node_hint


Hint Activity

The activity to perform at this hint if the AI does not specify one. This might be looking around, patrolling, playing an animation, or anything.

Node FOV

Imagine this node requires that an NPC be in the node's field of view in order to use this hint. NPCs can only see this hint if they are facing in this direction in relation to the hint's pitch yaw and roll. Not always applicable.

Hint Group

NPCs can filter hints to only those that match their hint groups. Useful when there are multiple NPCs in an area who should not use the same hints (for instance, two squads of fighting NPCs will only want to use hints on their side of any cover).

TargetNode

The node ID of an associated target node, if any.

IgnoreFacing

Don't pay attention to the facing of the node. May not apply to a given hint type.

Minimum/Maximum State

A NPC will only look for hints that are within its state boundaries. An idle NPC will not use hints with a minimum state of alert, for example.

Enable/Disable Hint

Note.pngNote:This enables/disables only the hint type effect of the hint node, not the nodegraph effect (use info_node_link_controller to dynamically enable/disable areas of the nodegraph).

By default the StartHintDisabled keyvalue is set to 0 (No), which means that the hint is active when the game begins. Set this value to 1 (Yes) to disable the hint until it is triggered by another event, via the Inputs and Outputs system. Hint Nodes can accept as many EnableHint and DisableHint inputs as you like.

Limitations and Bugs

  • A hint can only be of one type, and only one hint can be used by a NPC at a time. You cannot have an enemy disadvantage hint that is also crouch cover.
  • Sometimes AI will not use a hint when it might make sense to. This is a part of normal AI behavior.

Example

This example map contains various hints in a combat situation. Each hint's location is marked on the map with a brief description of it. Run the map several times to get a full overview of how hints are used.

Note that there are currently bugs in the map that prevent the AI from carrying out some routines. Enable developer mode to see when they occur.

Download Example (VMF)