SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Snake on September 05, 2012, 02:52:16 PM

Title: [SOLVED] Hintnodes
Post by: Snake on September 05, 2012, 02:52:16 PM
I've tried to put hintnodes for sniping on a bridge but sometimes when the AI go under the bridge they set up for sniping right there. No matter how high I put the hintnodes it won't just affect the people on the bridge. Is there any way around this?
Title: Re: [HELP] Hintnodes
Post by: Phobos on September 05, 2012, 04:05:51 PM
i think its 2d like barriers planning boundaries etc. you most likely can't adjust height values for hint nodes.
Title: Re: [HELP] Hintnodes
Post by: Snake on September 05, 2012, 06:52:37 PM
Well you can adjust the height, it just affects everything infinitely above or below it I guess..
Title: Re: [HELP] Hintnodes
Post by: Kit Fisto on September 05, 2012, 06:53:55 PM
O cc there are hint nodes for snipers all over the map and they are on the top level...
Maybe if you spawn them up on the second level?
Title: Re: [HELP] Hintnodes
Post by: Snake on September 05, 2012, 07:01:04 PM
Good point, I wonder if I load the stock CC in Zeroeditor it will show the hint nodes..
Title: Re: [HELP] Hintnodes
Post by: Kit Fisto on September 05, 2012, 07:03:35 PM
It might show the hintnodes under the bridge, its just that no AI really get under the bridge without a grenade or something blowing them up...
So I say place a CP on the bridge and the AI should snipe on the top of the bridge.  :cheers:
Title: Re: [HELP] Hintnodes
Post by: Led on September 05, 2012, 07:07:29 PM
Quote from: Kit Fisto on September 05, 2012, 07:03:35 PM
It might show the hintnodes under the bridge, its just that no AI really get under the bridge without a grenade or something blowing them up...
So I say place a CP on the bridge and the AI should snipe on the top of the bridge.  :cheers:

best let the modders handle the modding questions, kit  ;)




Title: Re: [HELP] Hintnodes
Post by: Snake on September 05, 2012, 09:47:08 PM
Well, Kit showed me what the problem was. It seems that hintnodes can be put on (very high) bridges without affecting those under them and/or its just that the AI go so closely under my bridge that the hintnode just reaches too far.
Title: Re: [SOLVED] Hintnodes
Post by: jdee-barc on September 07, 2012, 02:24:16 PM
If I remember correctly, H planning hubs/connections and possibly barriers all have an infinite height for them, The "height" scale in zero edit for those edit options is just for visibility in the editor, Best idea is to have a cp and planning graph pathway leading to the bridge, because then snipers will be on the bridge sniping like you want.

Edit: Whoops I got ninja'd!
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