Hostages & Bots

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Re: Hostages & Bots

Postby chizbone on Fri Oct 10, 2008 11:25 pm

I know this is an old post but I was surprised, I am a naver and I never heard of info-nodes before There are over 120 CSS maps using my nav files on fpsbanana and I never used an info-node.

I realize hostages are more handicapped than the other AI. They are not bound or guided by the commands and flags the CT and T AI are controlled with in the game. They can not go up ladders, they can go down but they just jump down they do not suffer fall damage like the bots and humans. Hostages can not crouch which is why I usually just plant a nav_no_hostage flag on windows and vents and ladders. They need a clear obstacle free pass-way to the rescue zone. I never had a problem without using info-nodes or way-points.

I also advise mappers to NEVER settle for an auto generated nav file, It generally misses ladders, steep-stairs, narrow passages and doorways or ajar double-doors if they do not line up correctly with the north-south lined mesh. The auto-gen in my opinion should be called, the half-nav. All generated nav meshes should be hand tuned.

I am in the process of creating a series of short video tutorials covering the nav_commands, so mappers will be able to tune their own maps thus having the final say on how their map comes out, not the auto-gen.
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Re: Hostages & Bots

Postby Runaway of CSF on Fri Jun 12, 2009 8:47 pm

In Counter-Strike: Source, you do not need nodes.
When you get in your map type:
"sv_cheats 1"
"nav_edit 1"
"nav_generate"

This will then generate the navigation mesh that bots and hostages will use. However it is just simple basic navigation mesh and it will contain errors. You need to hand tune it so that bots can play it correctly. You would be surprised at 3 or 4 hours of working with the mesh will do.
I can post a link to a tutorial I wrote if you guys want it
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