Garry's Mod

Garry's Mod

51 oy
HintNode Loader
   
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23 Şub @ 4:46
8 Ağu @ 0:53
10 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
HintNode Loader

Açıklama
this addon is add tow cvars.
sv_enable_init_hint_hook 0/1
sv_enable_hint_json_load 0/1
default was disabled.

Enabling both will create an ai_hint Entity from json file.
The search order for json files is:
data/map_hints/<map_name>.json
data_static/map_hints/<map_name>.json
maps/graphs/<map_name>.hint.json

If you want map hints, use DumpHint Addon and paste to maps/graphs/<map_name>.hint.json.

Uploaded with gmpublisher[github.com]
18 Yorum
George Floyd 4 Tem @ 21:18 
alright it's ok
#INVALID_USER  [yaratıcı] 4 Tem @ 21:18 
@George Floyd
Sorry, because nodegraph_loader uses binary modules (native code), it cannot be distributed through the workshop.
George Floyd 4 Tem @ 19:50 
Damn i was using hintnode instead of ground node so that's why it wasn't working. Thanks man, by the way do you plan to release the reload ai nodes at game addon? I see it on one of your videos, you type console command and reload nodes
George Floyd 4 Tem @ 19:47 
It's already 1 but thanks for the video i'll watch it and try again
#INVALID_USER  [yaratıcı] 4 Tem @ 18:47 
@George Floyd
Make sure that "sv_enable_init_hint_hook" and "sv_enable_hint_json_load" are set to 1 (they are set to 0 by default).

I uploaded an explanatory video for Nodegraph Editor+.
https://youtu.be/9Mo_UBLdXDk
George Floyd 4 Tem @ 15:29 
can you do video for hint node override jump permission? i tried everything but it doesn't working
Hosterle 21 Haz @ 12:52 
I see, thank you
#INVALID_USER  [yaratıcı] 21 Haz @ 11:02 
@Hosterle
The reason jump overrides only work in a downward direction is due to the Source engine.
This can be verified in the Source SDK's C++ code.
https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/game/server/ai_pathfinder.cpp#L644

To enable jumping for all entities, use this command:
lua_run hook.Add("OnEntityCreated", "Add CAP_MOVE_JUMP", function(e) if e:IsNPC() then timer.Simple(0, function() e:CapabilitiesAdd(CAP_MOVE_JUMP) end) end end)

However, while it is probably possible to change the maximum jump distance for scripted entities, I don't think you can change the maximum jump distance for NPCs, such as zombies in hl2, which are hard-coded in c++.
Also some NPCs behave strangely with this command (e.g. npc_rollermine can't jump upwards so it keeps rolling into the wall).
Hosterle 21 Haz @ 8:27 
The override jump permissions hint only allows jumping down. How do I make NPCs jump up too?
MaliceAndTragedy 15 Haz @ 6:39 
holy fart is that an interloper reference??