Hostages and Doors revisited
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Re: Hostages and Doors revisited
Posted by carpaltunnel on Tue Jan 11th at 8:18am 2005


I am fairly experienced at map making. I have a CS:S map I'm working on with some func_door_rotating entities. The hostages will follow the CT's until they get to the door.

I tried compiling the map with no doors, as suggested in another post; generating a new nav file, and recompiling the map again with the doors back in (so it would use the 'no door' nav file). This made only a slight difference, for some reason. The hostages get to the open doorway and stand there. About 1 out of every 3 or 4 times, they will jump through the doorway and keep going, like they are jumping over a huge obstacle to get through the doors. The other times, they just stand in the doorway.

Does anyone know how the engine is handling hostage navigation through doors, as in what the hostages are "seeing" when they get to a door? I tried loading the nav areas in the console, and everything looks as if it SHOULD work. It still doesn't. I tried deleting and re-adding nav areas. I tried splitting nav areas. I tried marking nav areas walkable. I tried unlinking and re-linking nav areas. All with no luck.

Because of this problem I'm considering just having no hostages in the map! With a choice of hostages or rotating doors, forget the hostages... I'll keep the doors for better gameplay.





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Re: Hostages and Doors revisited
Posted by XenNetwork on Thu Feb 17th at 5:33am 2005


Try using ground nodes right where the doors are, i think that might help..not sure tho




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Re: Hostages and Doors revisited
Posted by DjBourgeoisie on Thu Feb 17th at 11:47am 2005


The really scary thing is this, no offical cs maps by valve have doors in them that open/close... For this reason I think its bugged, and therefore all the doors in my current wip will be open doors that dont move, sadly.





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Re: Hostages and Doors revisited
Posted by Gwil on Thu Feb 17th at 4:49pm 2005


Try making the doors bigger, as effectively hossies DO go through doors (cs_office, anyone?).

I expect they have problems with small area which have door entities inside them. The navigation code will be simple at best, so don't expect too much. [addsig]




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Re: Hostages and Doors revisited
Posted by DjBourgeoisie on Thu Feb 17th at 5:56pm 2005


? quoting Gwil
Try making the doors bigger, as effectively hossies DO go through doors (cs_office, anyone?).

I expect they have problems with small area which have door entities inside them. The navigation code will be simple at best, so don't expect too much.

ok you didnt grasp the problem at hand... cs_office has doorWAYS not doors that open and close. Any nub can make a map with doorways and hostages go thru them just fine that isnt the problem being discussed. Using a func_door_rotating is the problem because hostages will not go thru them, at least not all of the time.





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Re: Hostages and Doors revisited
Posted by Rof on Thu Feb 17th at 6:03pm 2005


Have a look a uberdingo's last message in this thread:
http://www.snarkpit.com/forums.php?forum=6&topic=3980&highlight=nav_edit&findpost=71518#post71518

Haven't tried it, but it seems like it should work.
[addsig]




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Re: Hostages and Doors revisited
Posted by Leperous on Thu Feb 17th at 6:54pm 2005


Doors that you have to open yourself are often annoying in online games, so I don't think it will matter if you make them static in your map.



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Re: Hostages and Doors revisited
Posted by RabidFire_DN on Thu Jul 20th at 10:38pm 2006


Bump..


Has anyone found a solution for this that wont cause the NAV message to appear every start round?


And as for a cs map that has doors, try cs assualt, it works.
My guess would be that you have to use prop doors in order for hostages to go through .

But that still does not solve the problem for linear doors.

btw i have tried using move_linear instead of func door and the same results occur.


any help?
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