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.
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.
o shiat i want it naoooo <:O
yeah,I've got a lot of problems with AI on stairs\\
Stairs are easy once you stick a "pinch point" hint at either end.
Whoa, really? Why?
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.
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?)
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.)
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.
I just wonder whats this mod gonna looka like
It's going to blow your ******* mind.