hostages for CS:S

hostages for CS:S

Re: hostages for CS:S Posted by uberDingo on Mon Jan 3rd 2005 at 8:48pm
uberDingo
72 posts
Posted 2005-01-03 8:48pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
So Ive got my hostages and rescue zone set up...

4 x hostage_entities

1 x a brush textured with the trigger texture. ctrl+t to tie this to the func_hostage_rescue

A bunch of info_nodes where each subsequent node can see the next one.

After compiling it you run nav_generate from the console in-game.

Well I can run up to my hostages, hit 'use' and they start to follow me. The problem comes when I try and get them to go through a door. I had two doors where they would run right out and then another door they refused to go through no matter what. I have an info_node on both sides of the door ... I even tested sticking an info_node in the door where you could see it from both sides.

One door the hostage would follow through was actually a copy-n-paste of another door that they dont want to go through so they should be identical. I even made sure that the NPC's Can't Use was unchecked.

Im guessing doors probably are blocking line of sight from one node to another but then how come they could navigate through a different set of doors?
Re: hostages for CS:S Posted by uberDingo on Mon Jan 3rd 2005 at 10:43pm
uberDingo
72 posts
Posted 2005-01-03 10:43pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
Here's an update to my problem...

It seems that even the doors that I thought the hostages could go through cause problems as well. The hostage will follow me through the door but as soon as the door closes behind us the hostage just freaks out and wants to run back inside or he just stops responding all together.

The doors Im using are func_door_rotating. If I set the 'Passable' flag for the door then the hostage has no problem with the door what so ever and I thought I could make this work.. basically I just set up a trigger outside the door so that it opened as soon as I approach it to give it the illusion that it was actually a door that I couldnt just walk right through... BUT this doesn't work well because you can just shoot through the door, you could correct this with some sort of clip plane Im sure but then you couldnt shoot through the door even when it was open... anywho, that's where Im at right now.

If I figure out some way to make my hossies able to use doors Ill give a post here. For now Im trying to figure out some creative solutions to it.
Re: hostages for CS:S Posted by Myrk- on Tue Jan 4th 2005 at 1:57am
Myrk-
2299 posts
Posted 2005-01-04 1:57am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Why not just make the time it takes for the door to close larger? Maybe hostages can't open doors in CSS?
Re: hostages for CS:S Posted by uberDingo on Tue Jan 4th 2005 at 3:18pm
uberDingo
72 posts
Posted 2005-01-04 3:18pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
Myrkl, the problem with just making the doors stay open longer is that if the doors do close then the hostages will just stand around unresponsive to any new CT's that might come along and try to rescue then.

I just turned all my doors into func_door instead of func_door_rotating. This helps but in no way fixes the problem. I also have to set the doors to 'toggle' and then I can get the hostages to follow me for bit further but going through a 2nd door seems to freak them out just as bad as going through the 1st door if I was still using func_door_rotating.
Re: hostages for CS:S Posted by uberDingo on Tue Jan 4th 2005 at 3:55pm
uberDingo
72 posts
Posted 2005-01-04 3:55pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
Eureka!

Here's all you do to make hostages navigate doors properly... compile your map without any of your doors in! Then run nav_generate. Put your doors back in and recompile the map. Hostages now have no problems with doors what so ever >:) I even put back my old rotating doors!

p.s... it seems that I'm able to answer/accept my own question hehe.. umm...
Re: hostages for CS:S Posted by Nanodeath on Tue Jan 4th 2005 at 6:42pm
Nanodeath
356 posts
Posted 2005-01-04 6:42pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Convenient how that works. And you even get snarkmarks for
answering the question, unless it was changed sometime and I didn't
notice it...anyway, still good because other people may have the same
question. Hmm, inconvenient that you have to compile and run it
twice though, isn't it? shrug
Re: hostages for CS:S Posted by Rof on Tue Jan 4th 2005 at 7:10pm
Rof
210 posts
Posted 2005-01-04 7:10pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
I wonder if a quick vbsp only (non-vis, non-rad) compile would work for
the first (with doors removed) version - they may not be needed for nav
generation. That should speed the process up considerably. Though it's
quite possible that VIS information is used, in which case that won't
work.

Also, you could use the hide feature to remove your doors temporarily, which saves the bother of deleting and recreating them.
Re: hostages for CS:S Posted by JinsokuGuy on Mon Jan 24th 2005 at 12:39am
JinsokuGuy
4 posts
Posted 2005-01-24 12:39am
4 posts 0 snarkmarks Registered: Jan 24th 2005
Just encountered this problem, so I'm going to kind of revive this
topic, seeing as neither the topic starter seemed to have mentioned
this or not:

I tried the whole make the .nav with the doors hidden, and then
recompiled the map with doors back in, and the map works beautifully.
When tested, hostages go through doors, and when playtesting with bots,
they go through the doors, too, without a problem.

Here's ONE tiny little problem that might just be insignificant: the
game will keep saying "The Navigation Mesh Was Made With Older Version
of Map", every single time you start a round, in nice big bold white
letters.

So, I guess, to Uber Dingo, or anyone else, is there a way to get rid
of that, or tell the .nav file that the file's okay and up to date?
Kind of annoying. :razz:
Re: hostages for CS:S Posted by kdhunt2000 on Mon Jan 24th 2005 at 1:21pm
kdhunt2000
98 posts
Posted 2005-01-24 1:21pm
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

I would like this answered too
Re: hostages for CS:S Posted by Leperous on Mon Jan 24th 2005 at 2:25pm
Leperous
3382 posts
Posted 2005-01-24 2:25pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
This is a new problem, do a search for it and post a new topic if needs be...
Re: hostages for CS:S Posted by uberDingo on Mon Jan 24th 2005 at 3:31pm
uberDingo
72 posts
Posted 2005-01-24 3:31pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
that navigation mesh thing is new I believe, since the time they added the bots. I haven't messed around with hostages since then and I have no idea, sorry :sad: Im pretty sure that my trick of removign the doors and then putting them back in isnt the professional way to do it... I bet yer just not supposed to use doors. I can't remember any CS hostage maps with doors :sad:
Re: hostages for CS:S Posted by Livett on Mon Jan 24th 2005 at 4:20pm
Livett
164 posts
Posted 2005-01-24 4:20pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
erm... i posted on this before. Still no luck finding an answer.

The new update in the nav_generate means you have to run the nav with your final map and not the way suggested before. I have tried about 20 different suggestions posted by people and still no luck.

My map is finished, apart from these king hostages.