AI and doors.

Faulk_Wulf

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(If you read this, Dark Elf, I did use map as a reference, and solved most of my quirks.) Still, I want them to spawn in a seperate room. They do. They know I'm outside. But they Don't. Use. The. Door. (And yes- I made sure "NPC Can't Use" was --not-- checked. :P ) It is even set so that touch activates. But they never open it... Any ideas?
 
I've had this same problem, and have been working on it all day. Here's what I've tried:

-Func_door_rotating
Flags: Touch opens

-func_physbox + phys_hinge

-func_physbox + phys_ballsocket

-func_door_rotating with trigger_multiple brushes on both sides of the door.
Flags: Reverse dir
This method only worked one way. If the NPC tried to walk through the other way, the door would open toward the NPC and get stuck.

I've also tried throwing in a logic_navigation entity targetting the door with the "start on" flag checked. The NPC will go up and bump into the door, trying to get to the node on the other side, but he just can't put enough pressure on the door to open it.

Can anyone think of anything I've missed?
 
Just a small note as far as my problem goes: Func_Door_Rotating isn't an option for me by the very design of the map. (The section where these door are at was built quite a while before I make the NPC_makers.) I "have" to have the doors sliding up. (Which they do... but the NPCs don't USE them. Blah.
 
Faulk_Wulf said:
Just a small note as far as my problem goes: Func_Door_Rotating isn't an option for me by the very design of the map. (The section where these door are at was built quite a while before I make the NPC_makers.) I "have" to have the doors sliding up. (Which they do... but the NPCs don't USE them. Blah.
well for basic sliding upward doors. Just trigger them when an NPC is close enough to them and have them open automatically, the NPC should then be able to see where to go and get through it.
 
Remember a long time ago when Valve said enemies could to everything the played could? Swimming, getting out if water, climbing ladders, opening doors.

Well, can they? =)
 
eiric said:
Remember a long time ago when Valve said enemies could to everything the played could? Swimming, getting out if water, climbing ladders, opening doors.

Well, can they? =)
course they can, it just isn't a case of stick things in a map, wind em up and let them go. Gotta go some work first, then leave them to it and it'll work.
 
The Dark Elf said:
course they can, it just isn't a case of stick things in a map, wind em up and let them go. Gotta go some work first, then leave them to it and it'll work.

Well, of course not, but I don't think I've seen a NPC climb a ledge, get into/out of water/climb ladder. Are there any animations for that in HL2?
 
I havent seen them interact with water, but I've seen NPC's climb ledges and ladders (like the fast zombies in Ravenholm).
 
I've seen them avoid water sometimes, sometimes go in it a bit.. they'll happily fire through it and try push you into it sometimes.
 
Yay, now that my tools work again... The door thing. I layed down a func_button. Touch Activates. It's "the floor" in an area the spawned Combine HAVE to walk over. ... It is supposed to activate the door. I have no clipped in there, un-noclipped, and stood on the button. The BUTTON works. But even with the Combine STANDING ON IT- IT DOES NOTHING. You can't tell me that HL1 allowed monsters to use doors but HL2 doesn't... (well you can, but I won't believe you. :P) Any thoughts?
 
Since you're just using a door that only opens one way, I'd say your best bet is to place a trigger_multiple brush in the area that the combine would be standing, then have that trigger target the door. Check the "NPC" flag for the trigger, and "Client" as well if you would like the door to open for the player that way.
 
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