Shouldn't there also be a node at every point the AI might go to as well?
Point. Editing now. --Charron 15:12, 29 Jun 2005 (PDT)
I've been doing some serious testing with info_nodes and from what I can tell, an even spread acoss an area (I'm using 128 unit gaps) is the best solution. Place them in only interesting areas and you risk NPCs getting 'lost' and not being able to perform scheduled tasks like finding cover at innoportune moments. I'll keep at it. --TomEdwards 14:59, 30 Jun 2005 (PDT)
- Someone needs to document the AI diagnostics console commands at some point - there's some excellent ones for drawing the AI 'net' which have proved incredibly useful for a map I'm working on at the moment. Actually, can I 'book' the writing of such an article? :-) -- Cargo Cult 15:56, 6 Jul 2005 (PDT)
I've used this article to debuging my map, and it got a litle, eh, miswrite? In the start it says that the node would work perfectly 128 units above the grund, and gives the illusion that it also will work 256 and above. But it doesn't, shouldn't it be changed to it says that 128 is the maximum? --Sortie 01:27, 4 Feb 2007 (PST)
- Taken from the first paragraph, Entity Description:
- A navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move to them. Ground nodes fall to the ground when they spawn, so you can place them as high as 128 units above it, and they will still work.
- --Daedalus 01:41, 4 Feb 2007 (PST)
- Yeah, I know that. What I'm saying is that it could should be stated a bit clearer, like this:
- A navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move to them. Ground nodes fall to the ground when they spawn, so you can place them up to a maximum of 128 units above it, and they will still work.--Sortie 04:52, 4 Feb 2007 (PST)