Talk:Hint nodes

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HINT_BUG_PATROL_POINT

I'm in the process of re-writing this with the help of the source code and I just stumbled on this snippet:

// TF2 Hints
HINT_BUG_PATROL_POINT = 800,

Interesting... --TomEdwards 05:08, 5 Aug 2005 (PDT)

Bug, like a bug from Starship Troopers? --King2500 05:31, 5 Aug 2005 (PDT)
Just finished combing the source code and from the looks of it, TF2 might actually take place in the HL2 universe. If that's true 'bug' may mean Antlion.
I've got a huge forum thread written up with all of the information I've found, but I'm not too sure Valve would be happy if I posted it! --TomEdwards 06:14, 5 Aug 2005 (PDT)
Ah, go on... --Cargo Cult 06:59, 5 Aug 2005 (PDT)
Do it yourself, search within the SDK source files for 'tf2'. ;-) --TomEdwards 07:03, 5 Aug 2005 (PDT)
OK, I talked to Jay and got the go ahead. It's here. --TomEdwards 02:28, 10 Aug 2005 (PDT)
Of course, after 2 years, the thread has been removed, and TF2 has been released. --Andreasen 08:02, 24 Oct 2007 (PDT)


info_node_climb?

What about the info_node_climb entity? It has all the properties of a hint node. I'm not completely sure, but unless someone who has an understanding of it says otherwaise, I'm thinking it should be included in the list of hint nodes. --Andreasen 08:21, 4 Apr 2006 (PDT)

Yeah that certainly looks like another hybrid nodegraph & hint node, along with info_node_hint & info_node_air_hint. --Beeswax 13:15, 2 Mar 2008 (PST)
I have included it in the hint entities section, and created a category to list Climbing NPCs on the assumption that info_node_climb is NPC-filtered in a similar way to info_node_air_hint? I'm not sure however which NPCs to include in this category. Presumably npc_fastzombies ... anything else? --Beeswax 16:21, 3 Mar 2008 (PST)


I have a suspicion that info_node_climb might be similar to a func_ladderendpoint for NPCs ...? --Beeswax 16:21, 3 Mar 2008 (PST)

CSS

Does CSS use this for the bots, or does the bot nav graph override it? Thelonesoldier 22:58, 4 Feb 2007 (PST)

No, Css uses it's own bot system; though hostages uses the good ol' info_node. But I'm unsure whenever they uses info_node_hint. --Sortie 06:16, 5 Feb 2007 (PST)
Bots do not need any entities everytihng generated autmoatically, but hostages do need node pathing--Angry Beaver 10:03, 5 Feb 2007 (PST)
Sure about that? --TomEdwards 10:32, 5 Feb 2007 (PST)
That confirms what I said bots uses NAV and NPCs use AIN, when I said "Generated Automatically" I meant by running the commands mentioned there. Most of that article is on tweaking the automatic generation. --Angry Beaver 13:33, 6 Feb 2007 (PST)


Mixing discussion pages

I don't understand why, but Talk:info_hint used to redirect here, so if you see anything on this page that is about the info_hint entity only, please move it there to avoid confusion. What's more weird is that history says I'm the one who did the redirect. --Andreasen 06:13, 24 Oct 2007 (PDT)

I've done the opposite Andreasen ;-). Rather than leaving info_hint out in the cold, I've brought it in because it shares much of the functionality explained so well in this article. I did consider going even further in refactoring this page:
  • move the Hint Type table to its own page, possibly as a template : Hint Types ?
  • move (create) the Hint Group section to it's own page/template : Hint Groups ?
  • move (create) most of the useful information to a new hub/overview page : Hint System ?
  • reduce this page to a list of all 4 true (hybrid) hint nodes ?
Beeswax 16:48, 2 Mar 2008 (PST)

Hint types are missing

A number of hint types are missing from the list. (Just compare it with the list at info_hint.) Is there some reason behind this, or can the missing types be filled in without complaints? --Andreasen 06:27, 24 Oct 2007 (PDT)

I have updated the table to include the missing hints listed in Template:KV_Hintnode, however many associated details are missing. Wiki tables are notoriously difficult to edit which might discourage contributers. So anyone who can provide details, please feel free to post here and I'll update the table. --Beeswax 16:06, 3 Mar 2008 (PST)

Crouch Cover Low

If Crouch Cover Medium is for covers of 100 units, how high covers are Crouch Cover Low for? --Andreasen 09:00, 24 Oct 2007 (PDT)

Convergeant Evolution ?

It would appear that Valve are moving toward a set of node/hint hybrid entities? For example, by setting the hint-type to 0 (None) on an info_node_hint or info_node_air_hint we achieve the same effect as an info_node or info_air_node respectively. By creating an "Omit from Nodegraph" flag for HintNode entities, the info_hint would not be necessary either. That would leave us with :

which leaves more room for an info_node_swim_hint ;-) --Beeswax 16:37, 2 Mar 2008 (PST)

Crow: Perch point

I'm having real trouble getting this to work, I've tried it as info_hint and info_node_air_hint but the crow seems to ignore it completely. Any suggestions / tips ? --Beeswax 14:23, 6 Mar 2008 (PST)

Custom Hints

In ai_hint.cpp (for EP1 engine) I found a list of hints, including many that are unused. I wonder if any of these are partially implemented, ie could be made available with relatively little work ? --Beeswax 08:47, 11 Mar 2008 (PDT)

	//{	HINT_NOT_USED_WORLD_DOOR, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_BUTTON, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_MACHINERY, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_LEDGE, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_LIGHT_SOURCE, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_HEAT_SOURCE, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_BLINKING_LIGHT, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_BRIGHT_COLORS, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_HUMAN_BLOOD, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_WORLD_ALIEN_BLOOD, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_TACTICAL_GUARD, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_HEALTH_KIT, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_URBAN_STREETCORNER, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_URBAN_STREETLAMP, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_URBAN_DARK_SPOT, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_URBAN_POSTER, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_URBAN_SHELTER, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_ASSASSIN_SECLUDED, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_ASSASSIN_RAFTERS, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_ASSASSIN_GROUND, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_ASSASSIN_MONKEYBARS, "Obsolete / Unused"	},
	//{	HINT_HEADCRAB_BURROW_POINT, "Obsolete / Unused"	}, 	 	//appears functional in npc_headcrab.cpp
	//{	HINT_NOT_USED_ROLLER_PATROL_POINT, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_ROLLER_CLEANUP_POINT, "Obsolete / Unused"	},
	//{	HINT_NOT_USED_PSTORM_ROCK_SPAWN, "Obsolete / Unused"	},
	//{	HINT_BUG_PATROL_POINT, "Obsolete / Unused"	},

HINT_WORLD_VISUALLY_INTERESTING_STEALTH

I came across a reference to this in npc_alyx_episodic. Any reason not to include it here, other than a lack of information on it? I'll try to dig up what I can. --Tayrtahn 21:09, 26 August 2009 (UTC)

A Hint Idea

I have an idea. Why not use an info_hint with Crouch Cover low for a small wall too small to cover crouching NPCs, just to confuse them? Would it work? I should try that sometime. --Super200 16:04, 4 September 2011 (PDT)

Full list of hint types(from ai_hint.cpp - lines 1546-1624)

  • //-----------------------------------------------------------------------------
  • //
  • // hints - these MUST coincide with the HINTS listed under Hint_e
  • //
  • //-----------------------------------------------------------------------------
  • struct hinttypedescs_t
  • {
  • Hint_e iType;
  • const char *pszDesc;
  • };
  • hinttypedescs_t g_pszHintDescriptions[] =
  • {
  • { HINT_NONE, "None" },
  • //{ HINT_NOT_USED_WORLD_DOOR, "Obsolete / Unused" },
  • { HINT_WORLD_WINDOW, "World: Window" },
  • //{ HINT_NOT_USED_WORLD_BUTTON, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_MACHINERY, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_LEDGE, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_LIGHT_SOURCE, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_HEAT_SOURCE, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_BLINKING_LIGHT, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_BRIGHT_COLORS, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_HUMAN_BLOOD, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_WORLD_ALIEN_BLOOD, "Obsolete / Unused" },
  • { HINT_WORLD_WORK_POSITION, "Act Busy" },
  • { HINT_WORLD_VISUALLY_INTERESTING, "World: Visually Interesting" },
  • { HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM, "World: Visually Interesting (Don't Aim)" },
  • { HINT_WORLD_INHIBIT_COMBINE_MINES, "World: Inhibit Combine Mines" },
  • { HINT_WORLD_VISUALLY_INTERESTING_STEALTH, "World: Visually Interesting (Stealth)" },
  • { HINT_TACTICAL_COVER_MED, "Tactical: Cover Medium" },
  • { HINT_TACTICAL_COVER_LOW, "Tactical: Cover Low" },
  • { HINT_TACTICAL_SPAWN, "Tactical: Spawn" },
  • { HINT_TACTICAL_PINCH, "Tactical: Pinch" },
  • //{ HINT_NOT_USED_TACTICAL_GUARD, "Obsolete / Unused" },
  • { HINT_TACTICAL_ENEMY_DISADVANTAGED, "Tactical: Enemy Disadvantage" },
  • //{ HINT_NOT_USED_HEALTH_KIT, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_URBAN_STREETCORNER, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_URBAN_STREETLAMP, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_URBAN_DARK_SPOT, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_URBAN_POSTER, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_URBAN_SHELTER, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_ASSASSIN_SECLUDED, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_ASSASSIN_RAFTERS, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_ASSASSIN_GROUND, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_ASSASSIN_MONKEYBARS, "Obsolete / Unused" },
  • { HINT_ANTLION_BURROW_POINT, "Antlion: Burrow Point" },
  • { HINT_ANTLION_THUMPER_FLEE_POINT, "Antlion: Thumper Flee Point" },
  • //{ HINT_HEADCRAB_BURROW_POINT, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_ROLLER_PATROL_POINT, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_ROLLER_CLEANUP_POINT, "Obsolete / Unused" },
  • //{ HINT_NOT_USED_PSTORM_ROCK_SPAWN, "Obsolete / Unused" },
  • { HINT_CROW_FLYTO_POINT, "Crow: Flyto Point" },
  • //{ HINT_BUG_PATROL_POINT, "Obsolete / Unused" },
  • { HINT_FOLLOW_WAIT_POINT, "Follow: Wait Point" },
  • { HINT_JUMP_OVERRIDE, "Jump Override" },
  • { HINT_PLAYER_SQUAD_TRANSITON_POINT, "Squad Transition Point" },
  • { HINT_NPC_EXIT_POINT, "Act Busy: Exit Point" },
  • { HINT_STRIDER_NODE, "Strider" },
  • { HINT_PLAYER_ALLY_MOVE_AWAY_DEST, "Ally MoveAway Point" },
  • { HINT_HL1_WORLD_MACHINERY, "HL1: World: Machinery" },
  • { HINT_HL1_WORLD_BLINKING_LIGHT, "HL1: World: Blinking Light" },
  • { HINT_HL1_WORLD_HUMAN_BLOOD, "HL1: World: Human Blood" },
  • { HINT_HL1_WORLD_ALIEN_BLOOD, "HL1: World: Alien Blood" },
  • { HINT_CSTRIKE_HOSTAGE_ESCAPE, "CS Port: Hostage Escape" },
  • };