GoldenEye: Source Forums
Debriefing => Questions, Help, & How To's => Topic started by: markpeterjameslegg on October 11, 2014, 08:53:04 pm
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I've been searching around, not just on the forums, but the wiki as well but can't find any info on the subject. I know how to access Node Edit in game and have the controls from the Node_Edit.cfg but when it comes to actually putting these functions into practice I am completely in the dark as to how they work, also there's no mention of saving changes in the config. Would anyone be able to give me some help on this as there a few great maps I would like to play on like ge_garrison, ge_ica_event, ge_void_a1 & ge_pipes_a1 etc. Any help would be much appreciated, and of course I'll upload any work I complete.
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Our AI navigates using info_node (https://developer.valvesoftware.com/wiki/Info_node) entities.
They should be placed in corners and junctions in maps. They operate by using a basic line of sight system. (read the SDK documentation wiki above for a good description on how that works)
Example: If 2 nodes can see eachother they create a corridor of navigation. If 4 nodes can see eachother they create a navigable 'room' of sorts. A hexagonal room would need 6 nodes, one in each corner for correct navigation, and so on.
Note: All player spawns MUST be able to see a node, otherwise any AI that spawns there will be unable to navigate.
Here is a good tutorial for basic placement. (http://www.youtube.com/watch?v=r3jgAIsbySg)Watch this.
This tutorial also covers how to debug and edit nodes in realtime, with Hammer open the nodes will be added to the .VMF file. .AIN files are generated by the server on map start based off the nodes found in the .BSP file. .AIN files can be used to hotfix AI issues without needing to include map files.
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Wow... Thanks Mangley, I'll have a go at this tomorrow :)
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Finally got round to looking at the vid, but it's for adding bots within Hammer. I'm trying to add bots within Goldeneye Source itself using "exec node_edit", I get that you place the nodes using Mouse 1, but how do I connect them and test them, for example, spawning a bot and testing their manoeuvres in realtime, also saving my changes out so that next time I load the map the nodes are in place.
EDIT: Sorry to be a pain... But I'm a noob at this :)
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Nodes should automatically connect to eachother using line of sight. If a node connection is green it should be fine. Red indicates a disconnected node. (IIRC)
You can spawn bots with ge_bot and they should be able to navigate new nodes as long as they are connected. I've not used the in-game node editor in a long time. Maybe someone else can weigh in.
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OK... It looks like no one has a clue how to help, but at the very least can anyone tell me how to save nodes? I'll try to pick up the rest myself.
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Okay so you want to just add bots? Just do it in game it is very simple to get done very quickly.
1. Open your console and add this to the console
ge_node_start
Then what I did was bound the command ge_node_addline. Bind the command with whatever key that you do not use (ie: bind p "ge_node_addline")
Once you have it bound go threw the level and start adding the node line.
Once everything is connected and you are happy with the node placements just type
Ge_node_save.
That's how I do it. It's probably not the best way since it adds a lot of unnecessary nodes. But it gets the job done on custom levels.
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Awesome... Thanks dude, will give it a go on my days off ;)
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OK... I now have a fixed version of Grid running with Bots. However... I can only have a maximum of two Bots on the map, would anyone know why?
Oh... And thanks for your help so far... It's been brilliant :)