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Повідомити про проблему з перекладом
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.
Sorry, because nodegraph_loader uses binary modules (native code), it cannot be distributed through the workshop.
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
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).