Scientist struggling to follow node paths Created 4 years ago2020-11-22 21:20:10 UTC by _Vissova_ _Vissova_

Created 4 years ago2020-11-22 21:20:10 UTC by _Vissova_ _Vissova_

Posted 4 years ago2020-11-22 21:20:10 UTC Post #344935
I have a scientist that needs to be escorted through my map, which just involves running down corridors and up some stairs. But for whatever reason he complains every step of the way and often refuses to follow. I could simply walk around a corner, he goes halfway, and then has a diaper baby temper tantrum.
I'm really not sure what I can do. I've set up info_nodes properly, nothing is obstructing them, there's no reason he should be struggling. It's as if he's ignoring the node graph entirely.
Posted 4 years ago2020-11-22 21:57:01 UTC Post #344936
Well, if he seems to be ignoring the nodes entirely, that would suggest that there is a problem with the nodes. Scientists are by far the most finicky of the NPCs to have follow you, but as long as they have a decent network of nodes to follow, they should usually get by.

Maybe upload your RMF/JMF to the problem maps vault and I can take a looksie?
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-23 14:35:19 UTC Post #344939
Try the "impulse 197" console command at where the nodes are to see if they are really connected. The nodes should be 256 units apart at maximum. Node placement on stairs is trouble. You can try turning stairs to passable func_details and covering them with an invisible func_wall ramp to make them connect.

Nodes fall through clip brushes and entities with the exception of func_wall. I'm not sure but I think the reason func_wall is an exception because it has a "FL_WORLDBRUSH" flag. I haven't tested yet, but if that's the case, you can try making the ramp a func_illusionary and give it "flags" key with the value of "33554432" to keep func_details unpassable and still have proper node placement on them.
(I'm not sure about the number but it comes from here: https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/common/const.h#L51 )
Posted 3 years ago2020-11-23 15:13:19 UTC Post #344940
after 16 years of mapping for Half-Life, TIL about impulse 197
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-11-23 18:23:10 UTC Post #344942
I was gonna write "there must be a list of impulse commands I haven't stumbled upon yet" but then I found this:

https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/player.cpp#L3424
Posted 3 years ago2020-11-24 06:04:43 UTC Post #344945
That command is very helpful, thank you!
It seems that some of the info_nodes I've placed aren't connecting at all for whatever reason.
User posted image
Is there a better way I can set this up?

I also noticed that in c2a4f two nodes are connected through a func_breakable crate, but crates in my map are obstructing the nodes.
Posted 3 years ago2020-11-24 06:46:26 UTC Post #344946
The two nodes near the vortigaunt is probably connected. You can try impulse 197 again near them to see.

Since the staircase is short, you can try placing a node to every step of it. Placing them 1 unit inside from the edge of the steps seems to work better. Valve put 2 nodes 1 unit inside from the edge of only the top and bottom steps in some of their maps, but that doesn't always work for some reason.
You must be logged in to post a response.