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Topic: Regions,areas, and nav points in general |
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Category: SoFII Mapping Posted: Saturday, Nov. 23, 2002 04:23 am |
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Hi all,
Has anyone mastered the concepts behind what a region, area constitues and how to place nav points is accomplished? After reading the "Nav Point System.doc" located in the SP SDK doc directory,
I have come to the conclusion that it is primarily an academic paper, and does not contain any practical instructions as to how to create regions, areas, and nav points so that one can then create script files that will allow NPC teams to navigate to a particular area such as a holding area, or an area that they must advance on.
Just curious if any of you folks have mastered these particular areas of map developement.
cheers all,
grb
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| narc |
General Member Since: Dec 1, 2001 Posts: 1204 Last: Dec 31, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Saturday, Nov. 23, 2002 04:05 pm |
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I found getting NavPoints working a real biscuit eater, but in the end, i found that you have to install both retail patches for SoF2 (1.01 and 1.02 i believe), then unzip the two new pk3 files (update101.pk3 and update102.pk3) the updates add, into wherever you've extracted all your other pk3 files and say YES TO ALL if it asked you about overwriting existing files.
Then, compile your map and load SoF2 and run your map.
Bring down the console and type
g_NavPointDebug 1
then you can use the following commands in the console to add, remove, name and save navpoints
makenp - create nav point at players location
deletenp - delete nearest nav point to players location
namenp - use to give the nearest nav point to the players position a name
savenp - saves all nav points added
So, basically, as a start, if you want to add navpoints, make your map, compile it, load it in SoF2, bring down the console, type g_NavPointDebug 1, then i find binding a key to makenp very handy (else you have to bring the console down, type makenp, then put it up, move somewhere else, bring console back down etc etc, so just bind a key like End or something to makenp and run around pressing it in different places.
Then when you've finished, type savenp in the console and exit SoF2
Your bsp map now has a load of nav points in it and from this you can go on to use scripting to get npc's to move to different ones, perform actions and so on, but i wont go into all that in this thread cus it will go on for ages otherwise.
Although im happy to try and help anyone who wants more detailed instructions on how to do more with NavPoints, even tho I've only just started to get to grips with them myself.
Im new to this board by the way and used to look on the Raven forums for SP help, but the forums over there are very slow and nobody seems to go on the SP Modding bit anymore. "grb" posted a link to this forum there so here i am :casanova:
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Category: SoFII Mapping Posted: Saturday, Nov. 23, 2002 05:55 pm |
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5t3v3,
Thank you for getting back to me. I am glad you
signed up in this forum. As you indicated, the
Raven Forum is not exactly the best one to stay
involved with based on what one sees there.
I hope you will find that the moderators and other
folks in this forum tend to be more inclined to
get answers to various aspects of sof2. I tend
to stay focused in this forum, and not bother with the other one.
You will notice that Narc, for one, is "keenly" interested in learning how to control NPC's. So I would (hind end)ume those of us who want to get involved in scripting to control NPC's and other events will
work together for our common interest. And hopefully provide some solid, understandable advice for others that up to now have not been able to figure this stuff out. Foleymen has indicated that he would like to see an eventual tutorial on how to control NPC actions on this forum. Hopefully we in a team effort can accomplish this.
Thanks again for your input in this thread, and Welcome aboard this forum. I am sure you will
be a valuable (hind end)et to this forum, as is already indicated by your initial input in this thread.
cheers,
grb
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