Hostages and Doors revisited

Hostages and Doors revisited

Re: Hostages and Doors revisited Posted by carpaltunnel on Tue Jan 11th 2005 at 8:18am
carpaltunnel
10 posts
Posted 2005-01-11 8:18am
10 posts 31 snarkmarks Registered: Jan 2nd 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.
Re: Hostages and Doors revisited Posted by XenNetwork on Thu Feb 17th 2005 at 5:33am
XenNetwork
58 posts
Posted 2005-02-17 5:33am
58 posts 66 snarkmarks Registered: Jan 25th 2005 Location: USA
Try using ground nodes right where the doors are, i think that might help..not sure tho
Re: Hostages and Doors revisited Posted by DjBourgeoisie on Thu Feb 17th 2005 at 11:47am
DjBourgeoisie
16 posts
Posted 2005-02-17 11:47am
16 posts 2 snarkmarks Registered: Nov 18th 2004
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.
Re: Hostages and Doors revisited Posted by Gwil on Thu Feb 17th 2005 at 4:49pm
Gwil
2864 posts
Posted 2005-02-17 4:49pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
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.
Re: Hostages and Doors revisited Posted by DjBourgeoisie on Thu Feb 17th 2005 at 5:56pm
DjBourgeoisie
16 posts
Posted 2005-02-17 5:56pm
16 posts 2 snarkmarks Registered: Nov 18th 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting Gwil</DIV>
<DIV class=quotetext>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. </DIV></DIV>
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.
Re: Hostages and Doors revisited Posted by Rof on Thu Feb 17th 2005 at 6:03pm
Rof
210 posts
Posted 2005-02-17 6:03pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
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.
Re: Hostages and Doors revisited Posted by Leperous on Thu Feb 17th 2005 at 6:54pm
Leperous
3382 posts
Posted 2005-02-17 6:54pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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.
Re: Hostages and Doors revisited Posted by RabidFire_DN on Thu Jul 20th 2006 at 10:38pm
RabidFire_DN
3 posts
Posted 2006-07-20 10:38pm
3 posts 0 snarkmarks Registered: Jul 20th 2006
<span style="color: red;"><span style="color: white;">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.<br style="font-weight: bold;">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.</span></span>

any help?
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