A semi-episodic short form single player experimental alt mod for HL2:Ep2 trying to bridge the gaping canyon between Tale of Tales and commercial game design.

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Report RSS Testing AI movement in the submarine (view original)
Testing AI movement in the submarine
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nosfer4tu
nosfer4tu

o shiat i want it naoooo <:O

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Frozen442
Frozen442

yeah,I've got a lot of problems with AI on stairs\\

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Varsity
Varsity

Stairs are easy once you stick a "pinch point" hint at either end.

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Radiatoryang Author
Radiatoryang

Whoa, really? Why?

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dissonance
dissonance

Not sure, but they seem to work the same as doors. Place a helper node at the top, one at the bottom, and try to make sure that no combat will take place in the midst of the stairs.

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Varsity
Varsity

Only one NPC can go through a pinch point at a time. If you stick one at either end of a thin corridor, navigation issues melt away. (Unless that's not the problem you were having?)

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Radiatoryang Author
Radiatoryang

Oh... No, I have one NPC. Who sometimes likes stairs, but then sometimes randomly flags node connections on the stairs as "impassable" -- i.e. one of the green line segments turns red and then she takes the long way around and it makes absolutely no sense.

(Thinking of a cheating workaround: if the player doesn't have LoS, the NPC is on the stairs with a trigger_multiple, and the NPC fires OnNavFail, then teleport her closer to the player. But that's a pain to setup, a brute force method if all else fails.)

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Callinstead09
Callinstead09

You could have an invisible collision on the stairs to make the npc think it's just a ramp, also adding a player clip will prevent the players view camera from shaking as they go up or down the stairs.

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Triden007
Triden007

I just wonder whats this mod gonna looka like

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SteveZombie
SteveZombie

It's going to blow your ******* mind.

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Description

I felt bad about inadvertently "tricking" people into thinking there was an update, so here's a mini-update for real. I'm working on the submarine and doing an art-pass on it, which naturally creates some conflicts with how the AI is going to navigate through it. HL2 NPCs navigate through a (pretty primitive) network of hand-placed "nodes" -- if a node has LoS to another, it tries to make a connection. The HL2 AI is REALLY BAD with stairs, by the way. What a pain in the ass.

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