Talk:Nodegraph: Difference between revisions

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(Nodes override the NAV File?)
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The only way? This is not quite correct. I've just tested this, and useing only Info Nodes, a Fast Zombie can automatically traverse obstacles - both gaps and heights. Consider rewriting this. --[[User:Andreasen|Andreasen]] 08:37, 6 Aug 2006 (PDT)
The only way? This is not quite correct. I've just tested this, and useing only Info Nodes, a Fast Zombie can automatically traverse obstacles - both gaps and heights. Consider rewriting this. --[[User:Andreasen|Andreasen]] 08:37, 6 Aug 2006 (PDT)
:Fixed, thanks. --[[user:TomEdwards|TomEdwards]] 09:33, 6 Aug 2006 (PDT)
:Fixed, thanks. --[[user:TomEdwards|TomEdwards]] 09:33, 6 Aug 2006 (PDT)
== Nodes override the NAV File? ==
I haven't tested this at all, so this is purely me wanting to know before I put effort into making something wrong...
I usually leave all NPC navigation generation to the nav_generate console command. If I decide that at just ONE specific part of a level I want something special to happen, will putting nodes in the level completely negate the NAV File?
A simpler way of asking this is this: Can I use the NAV File for the bulk of NPC navigation while using just a few nodes to dictate rare special actions in the same level, or will adding even a single node mean that I have to put nodes up for the rest of the level too?

Revision as of 14:57, 7 March 2008

Override jump permission

NPCs can jump from one hint of this type to another, if they can reach their destination and if doing so will not hurt them. This is the only way to allow NPCs to jump while navigating. Note that it is not required for an Antlion or Fast Zombie to make its leaping attack, but is for them to jump while moving to a location.

The only way? This is not quite correct. I've just tested this, and useing only Info Nodes, a Fast Zombie can automatically traverse obstacles - both gaps and heights. Consider rewriting this. --Andreasen 08:37, 6 Aug 2006 (PDT)

Fixed, thanks. --TomEdwards 09:33, 6 Aug 2006 (PDT)

Nodes override the NAV File?

I haven't tested this at all, so this is purely me wanting to know before I put effort into making something wrong...

I usually leave all NPC navigation generation to the nav_generate console command. If I decide that at just ONE specific part of a level I want something special to happen, will putting nodes in the level completely negate the NAV File?

A simpler way of asking this is this: Can I use the NAV File for the bulk of NPC navigation while using just a few nodes to dictate rare special actions in the same level, or will adding even a single node mean that I have to put nodes up for the rest of the level too?