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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media Testing AI movement in the submarine (view original)
Testing AI movement in the submarine
embed
share
view previous next
 
Comments
Nawwx
Nawwx Feb 4 2010, 7:56am says:

o shiat i want it naoooo <:O

+1 vote     reply to comment
Frozen442
Frozen442 Feb 4 2010, 8:07am says:

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

+1 vote     reply to comment
Varsity
Varsity Feb 4 2010, 2:00pm says:

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

+4 votes     reply to comment
Radiatoryang
Radiatoryang Feb 4 2010, 4:23pm replied:

Whoa, really? Why?

+2 votes     reply to comment
dissonance
dissonance Feb 5 2010, 8:54pm replied:

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.

+2 votes     reply to comment
Varsity
Varsity Feb 10 2010, 11:27am replied:

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?)

+3 votes     reply to comment
Radiatoryang
Radiatoryang Feb 10 2010, 3:27pm says:

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.)

+1 vote     reply to comment
Callinstead09
Callinstead09 May 17 2010, 8:43pm replied:

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.

+1 vote     reply to comment
Triden007
Triden007 Feb 14 2010, 4:04pm says:

I just wonder whats this mod gonna looka like

0 votes     reply to comment
SteveZombie
SteveZombie Feb 8 2011, 9:53am replied:

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

+1 vote     reply to comment
Post a Comment

Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.

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.

Image Details
Type
Demonstration
Date
Feb 4th, 2010
Size
1024×600
Options
URL
Embed (big)
Embed
Share
Report Abuse
Report media
Add Media
Members only