Garry's Mod
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HintNode Loader
   
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build
Розмір файлу
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10.086 KB
23 лют. о 4:46
8 серп. о 0:53
Змін 10 ( перегляд )

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HintNode Loader

Опис
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]
Коментарів: 20
ph0ne (greatijedi) 7 верес. о 12:29 
Alternatively, for wherever you call SetPos() on the new hint entities you make, can you call SetSpawnFlags(65536) on it?
ph0ne (greatijedi) 6 верес. о 18:39 
I would like to request some assistance, if you're available.

You mentioned previously that jumping up isn't possible due to this line here: https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/game/server/ai_pathfinder.cpp#L646

However, it appears that jumping up exists as a spawn flag: https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/game/server/ai_hint.h#L338

Would it be possible for you to integrate something like the following into your addon:
lua_run hook.Add("OnEntityCreated", "SpawnFlagsJumpUp", function(e) timer.Simple(0, function() e:AddSpawnFlags(65536) end) end)

If you can read the spawn flag from your json file and call it on the appropriate entities with your addon, I would greatly appreciate it.
George Floyd 4 лип. о 21:18 
alright it's ok
#INVALID_USER  [автор] 4 лип. о 21:18 
@George Floyd
Sorry, because nodegraph_loader uses binary modules (native code), it cannot be distributed through the workshop.
George Floyd 4 лип. о 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 лип. о 19:47 
It's already 1 but thanks for the video i'll watch it and try again
#INVALID_USER  [автор] 4 лип. о 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 лип. о 15:29 
can you do video for hint node override jump permission? i tried everything but it doesn't working
Hosterle 21 черв. о 12:52 
I see, thank you
#INVALID_USER  [автор] 21 черв. о 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).