Source SDK

Source SDK

Nikey Jul 18, 2023 @ 6:19pm
info_node_hint not working
I'm getting furious when working with these. I want to have a Metropolice jump down from an Elevated platform to the normal ground. I found out that using a scripted sequence with an Actionanimation works fine, though my goal is to avoid this, so any NPC could jump from Hintnode A to Hintnode B and navigate using these.

My Attempt works with Fastzombies but not with human NPC's. So as Example: I selected the Metropolice with npc_select and pointed to the wanted destination and typed npc_go. The Metropolice refused to move. Next I tried using a scriptedsequence telling the NPC to go towards the destination, but it did not care, since it can't navigate there. I checked the AI-Metrics and the Placement theoretically should work. Meanwhile I think that info_node_hint sometimes work and sometimes don't. On other Projects they were working at some point and at another point they wouldn't. It's like using a Slotmachine.
Anyway here is the Setup of my 2 Nodes

Node A (Elevated Platform)
Node ID: 78
Hint: Override jump permission / hinttype: 901
Allow jump up: true

Node B (Groundlevel)
Node ID: 77
Hint: Override jump permission / hinttype: 901
Allow jump up: true

Distance between the centers of the 2 nodes ( In Hammerunits )
x distance / X offset / Horizontal offset: 39
y distance / Y offset / Vertical offset: 36
z distance / Height: 94

Jump-Metrics for HumanNpc's (Just in case anyone has different values)
Max Jump Drop = 192
Max Jump Up = 80
Max Jump Distance = 250

If anyone knows how to fix this, or you see an Error in my setup, I would be glad to read them.:summer2021simulation::missing:
< >
Showing 1-11 of 11 comments
Peter Brev Jul 19, 2023 @ 6:52am 
Originally posted by Nikey:
I found out that using a scripted sequence with an Actionanimation works fine, though my goal is to avoid this.
There's no way around it. Fast zombies work because that's part of their AI. Metrocops require a scripted_sequence to get down a 128 unit high wall.
Nikey Jul 19, 2023 @ 8:14am 
But I know that sometimes, for whatever reason it works. Some Examples include my own map gm_npctown and a Map on the Valve Developer Community called "WiseNPCrapjump" which you can download the vmf backup file of. So it is possible, just apparently under really strict conditions or something.
Peter Brev Jul 20, 2023 @ 2:02am 
Hint nodes are used if the AI wants to use it. I checked the map on the VDC. It's working because the scripted_sequence on the floor forces it to use it and conditions are met.

Is the nodegraph in your map being built correctly, though? If anything, we can always look at the map to see what went wrong.
Nikey Jul 20, 2023 @ 11:56am 
I made a separate map just testing around. I made a way only accesable using jump nodes, they use some of the nodes but ignore others. It feels pretty random when they will. combine_s, metropolice and any other humanlike npc can use the ones that work. It seems the NPC's get forced to use them, if it's the only way to get towards the GoalDestination.

On the Map I wanted to use the jump nodes the nodegraph works just fine, as npcs will take cover and move normally. Maybe an active ai.goal_standoff causes some issues.
Peter Brev Jul 20, 2023 @ 1:40pm 
Originally posted by Nikey:
I made a separate map just testing around. I made a way only accesable using jump nodes, they use some of the nodes but ignore others. It feels pretty random when they will.
It's their AI that decides if and when to use those hint nodes.

Originally posted by Nikey:
On the Map I wanted to use the jump nodes the nodegraph works just fine, as npcs will take cover and move normally. Maybe an active ai.goal_standoff causes some issues.

Standoffs help NPCs make use of hint information more. However, the use of this entity defines what kind of battle line is used: Player, ai_battle_line, or nothing. If a battle line is set, any hint node beyond it may not be used by the NPCs you want them to use.

I tried creating a test map myself, but I have no control over what the AI is going to do against allies or me, even if set to a hint group and asked to jump, despite jump override permission.

I don't seem to understand what the problem is since technically there is none.
Last edited by Peter Brev; Jul 20, 2023 @ 1:40pm
Nikey Jul 20, 2023 @ 1:54pm 
My Problem is that I want the NPC's to be able jump from A --> B and from B --> C (Or the other way around). While I can make the NPC jump from C --> to B anyother combination won't work, they don't even want to jump back. It's crucial for the Map because the NPC's would otherwise need to walk a huge detour.

Essentially I'm making a Subwaystation with two sites. I wish that NPC's could jump to the Middle between the two platforms and then to the opposite side they were on, as a faster mean to get towards a specific target. I mean, if it doesn't work both ways I might just change the design of the Map, so I won't need to rely on Jump nodes.
Last edited by Nikey; Jul 20, 2023 @ 1:54pm
Peter Brev Jul 21, 2023 @ 2:52am 
If you could send a screenshot of where NPCs are supposed to jump to get a better understanding of the environment.
Nikey Jul 21, 2023 @ 8:44am 
Here ya go: https://steamcommunity.com/sharedfiles/filedetails/?id=3007706805

Distance between the nodes is: 200 Hammer units
Height is: 41 Hammer units
The 2 Jump nodes A and B would normally be aligned. But I tried testing if moving them around would have some kind of Impact.
Last edited by Nikey; Jul 21, 2023 @ 8:51am
Peter Brev Jul 21, 2023 @ 11:37am 
Thanks for that, it makes a lot more sense now. Trying to make NPCs jump from B to A or B to C is just not going to work really. Additionally, your hint nodes are really far apart for jump contextual information. Check with ai_show_connect to see how your nodes are linked in-game. You can always take a screenshot and report back.
Nikey Jul 21, 2023 @ 12:18pm 
As I know they're within jumpmetrics. Here the Nodegraph ingame.
https://steamcommunity.com/sharedfiles/filedetails/?id=3007793668
From theory it should work. It just confuses me that one side works, but the rest doesn't.
Maybe you have some suggestions on how to tackle this? Like moving jumpnodes around, or an Alternative?
Last edited by Nikey; Jul 21, 2023 @ 12:19pm
Peter Brev Jul 21, 2023 @ 2:02pm 
From what I can see on the screenshot, the nodes connect fine and blue lines indicate jumping is possible. Now that I know the general layout of the subway, I'll look into it by creating a similar setup to see what's up. For now, my theory is that the AI just doesn't want to use your nodes because it just doesn't want to.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Jul 18, 2023 @ 6:19pm
Posts: 11