enemies dont move

enemies dont move

Re: enemies dont move Posted by XenNetwork on Fri Jan 28th 2005 at 6:31am
XenNetwork
58 posts
Posted 2005-01-28 6:31am
58 posts 66 snarkmarks Registered: Jan 25th 2005 Location: USA
evry time i have enimies in my map, the'll rotate to where they look at
me then shoot, untill i die, but will not move no matter where i go
Re: enemies dont move Posted by satchmo on Fri Jan 28th 2005 at 6:50am
satchmo
2077 posts
Posted 2005-01-28 6:50am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Two possibilities:

1. You placed them too close to the ground brush, so they're stuck into
the floor. This is less likely, since I assume you know what
you're doing when you map.

2. You didn't place any info_node in your map. Without these entities, the NPC's don't know how to navigate the map.

Read up on these in the tutorials if you are not familiar with them.
Re: enemies dont move Posted by XenNetwork on Fri Jan 28th 2005 at 7:19am
XenNetwork
58 posts
Posted 2005-01-28 7:19am
58 posts 66 snarkmarks Registered: Jan 25th 2005 Location: USA
well your first one i know for sure is not the problem but, im gonna look up info_node...never heard of it

-Thanks
Re: enemies dont move Posted by satchmo on Fri Jan 28th 2005 at 10:30am
satchmo
2077 posts
Posted 2005-01-28 10:30am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Here is a tutorial from TWHL. It was written for HL1, but nothing
has changed in regards to info_node. I hope you'll find it
helpful.

http://twhl.co.za/tutorial.php?id=31
Re: enemies dont move Posted by Paladin[NL] on Fri Jan 28th 2005 at 12:24pm
Paladin[NL]
157 posts
Posted 2005-01-28 12:24pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
Yes, still place info_nodes allong corners and below and above any stair. No real need to place them at random places on an wide open floor, just near some cover etc.
Re: enemies dont move Posted by uberDingo on Fri Jan 28th 2005 at 3:07pm
uberDingo
72 posts
Posted 2005-01-28 3:07pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
could you just generate a navigation mesh instead of using info_nodes? i dont have any maps with npcs since Im just goofing with maps for CS:S but try this...

Load up your map, go to the console and type 'sv_cheats 1' and 'nav_edit 1' then type 'nav_generate' to have the game build a navigation mesh for you. this works for bots on CS:S maps and you never have to put any info_nodes down.

One thing you want to look for... when you run 'nav_generate' in the console it will build a navigation mesh starting at some point in your map. in counter-strike it seems to always begin generating at a terrorist spawn point and will end where ever there are doors (it sees them as walls). Any area that isnt openenly connected to where it begins generation will not have a mesh created for it. But, if you go to that area and while using 'nav_edit 1' you can type 'nav_mark_walkable' and when you run 'nav_Generate' it will also start building the navigation mesh from all those nav_mark_walkable spots. Then you just have to connect the meshes from each sides of the doors to each other... (and tweek your mesh to make npcs move smarter, faster and reduce lag created by npcs)

Again, this is all from working with CS:S bots.. may not work at all for HL2 npcs

As far as info_nodes though, I was under the assumption that each info_node had to be able to see the next node.
Re: enemies dont move Posted by satchmo on Fri Jan 28th 2005 at 4:35pm
satchmo
2077 posts
Posted 2005-01-28 4:35pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
each info_node had to be able to see the next node.
That would be correct. Disconnected nodes don't have any
purpose. And even large open areas benefit from info_nodes.
The NPC's navigate the area much more efficiently and quickly if the
area is equipped with info_nodes.
Re: enemies dont move Posted by cchjoe on Thu Jun 23rd 2005 at 10:55pm
cchjoe
7 posts
Posted 2005-06-23 10:55pm
cchjoe
member
7 posts 31 snarkmarks Registered: Jun 22nd 2005 Occupation: warehouse manager Location: maryland, usa
do the info_nodes have to be identified/ labeled somehow to the bots?

example: there are 2 settings in the properties name and node id.

also, i think the maximum distance was 256 units center to center, at least thats what i though i read from valves help guide.
the only stupid question is the one not asked.

but dont press your luck.
Re: enemies dont move Posted by satchmo on Tue Jun 28th 2005 at 12:01am
satchmo
2077 posts
Posted 2005-06-28 12:01am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
You don't need to name the info_nodes for them to work, unless you have specific nodes for specific groups of NPC's.

I am not aware of any distance limitation for info_nodes, but I could be mistaken.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: enemies dont move Posted by Damic on Wed Jun 29th 2005 at 9:19am
Damic
113 posts
Posted 2005-06-29 9:19am
Damic
member
113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
UberDingo: not completely correct, if you have a difficult map place the nodes where the bots DON'T go like on boxes and roofs
Thx in advantage
Re: enemies dont move Posted by wil5on on Wed Jun 29th 2005 at 10:27am
wil5on
1733 posts
Posted 2005-06-29 10:27am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I'm pretty sure the bots completely ignore info_nodes. Theyre for hostages.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: enemies dont move Posted by Damic on Wed Jun 29th 2005 at 3:04pm
Damic
113 posts
Posted 2005-06-29 3:04pm
Damic
member
113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
wil5on: nope hostages and bots use them :biggrin: as extra reference
Thx in advantage