Thank you very much :) You helped alot, especially with what kind of maps I create. I just want to say, I will most definitely, stay active and watch your future tutorials on Hammer :)
@Halo4Follower Thanks! Unfortunately I don't make Hammer tutorials any longer, nowadays I make tutorials for a game called Overgrowth instead as my interest in the Source engine has faded.
@Silwerfish Ah yes, I saw on your Moddb account, sad. When I have time I'll be checking out the rest of your tutorials. Thanks for what you've done though xD
i am making some machinimas on g-mod, some scenes require npcs, but most of the gmod maps dont have nodes. Is there any way i can save the map with the nodes i place with this developer menu thing?
@LuiDeca Yeah that's the idea. What you need to do is have the editor open in the background with the map loaded in edit mode, your nodes will be transferred from the game to the editor when you exit the level in the game.
So to do this for an official map if you don't have access to the VMF file, is first decompile the level, then load it in Hammer, compile it, run the newly compiled level in edit mode, add nodes, quit level and they should be there in the editor for you to compile again.
What about floors with displacements? When I go to map_edit some of the links are red, and I assume that means the NPC cannot navigate them, but I can lift the connection or the node itself up or anything. The NPCs following me decide to take other routes instead of going straight to me.
@JakeSpringhorn It should work pretty much the same way. Just make sure the displacement would be easy to navigate. I haven't had any trouble with nav meshes on displacements at least.
Did you try adding another node in between the two problematic nodes?
@Silwerfish Yes, I have tried that. It's a mess...if you have the time...do you think you can take a look at the vmf? I'll send it to you if you would like to.
Hey, i have a problem. I made a map, and when i follow your video after typing edit_map u see all info_nodes... when i type edit_map "mapname" I don't see any node. I also used reactions above like sv_cheats 1 and noclip. but still i don't see any node...
@Thelillfredde You can use an npc_maker or an npc_template_maker to do that. Read more about those entities on the valve developer wiki (developer. valvesoftware. com).
@Thelillfredde click the little grey pawn icon in the toolbar on the left (4th down) and click again to place in your level. now select the red cursor tool from the left (1st icon) and double click the pawn (entity, if you want to get technical) and in the 'class' drop down box scroll down to find anything with npc_ in the name eg: npc_zombie is a zombie. click apply when you have selected one and the green guy will change into your chosen npc.
@thehumor There are several ways, I'd say the easiest way is to use a scripted_sequence entity. See my tutorial called NPC Animation to learn how to do that (just ignore the actual animation part, because without an animation to do, the NPC will just move to the position).
great tutorial, would an npc made in garry's mod follow the nodes or just stand there like in gm_flatgrass, I know they move around in gm_construct though
I know theres a way to link path_corner to an NPC, I can do that without a problem. I just want my zombies to wander freely among my map after they spawn, yet they ignore all nodes I place :|
@IXIArblargIXI It's not that they ignore them (the nodes are just for enabling your NPCs to navigate your level, it doesn't force them to do so), it's just that they are not programmed to start wandering around when they spawn. You could add an aiscripted_schedule that you trigger when a zombie spawns that tell the zombie to go towards the player and attack him for example, but I don't think there is a good way to just make them wander aimlessly.
hi, i used map_edit on my map to mess around w/ nodes, but now ea time i compile it doesn't update the map and it plays an older version of it. do you know how to fix this? i also can't use map_edit on that map anymore
i did that map_edit thing in my map to mess around with the nodes and now i can't update my map. each time i compile and play it loads an older version of the map. do you know how to fix this?
some great tuts you got here :) But i have a problem, is it possible to have an npc jump up to something? I have this really small ledge (10-20 hammer units) but they won't climb up it. It's easily jumpable.
The limit for them to be able to walk up it is 16 units, if you can't lower it to that you can use info_node_hint entities to enable them to jump up or down from there. You will need to place one at the top and one at the bottom of the jump (I don't have my good computer so I can't give you the specifics), just experiment with the settings.
So can I use this system to direct NPC's over a distance to a specific area? Will they follow these on there own, or will they just wander around (this is what happened when I tried.)
Excellent video, very well made! I am envious of your computer when it comes to compiling, it takes at least 2 minutes to get the game running to test out a map and on your system it is more like 10 seconds.
But I have a question, I am looking for a way to script AIs to go to a certain place, I mean, without giving them an option to "think" but instead I set up a route for them to work around.
See my tutorial called "NPC Animations", use the scripted_sequence, but give no animation information. The NPC will walk to the scripted_sequence and then consider himself to be done.
You can then set "Next Script" to the name of another scripted_sequence and then you can tie the last scripted_sequence to the first one and your NPC will be in an endless loop.
Just don't forget to check the "Override AI" flag!
Oh dude, you rule. Very helpful tutorial, since I like to work more with NPCs and scripted sequences other than brushwork lol. But I really needed to understand the info_node thank you very much.
Thank you very much :) You helped alot, especially with what kind of maps I create. I just want to say, I will most definitely, stay active and watch your future tutorials on Hammer :)
Halo4Follower 1 month ago 2
@Halo4Follower Thanks! Unfortunately I don't make Hammer tutorials any longer, nowadays I make tutorials for a game called Overgrowth instead as my interest in the Source engine has faded.
Silwerfish 1 month ago
@Silwerfish Ah yes, I saw on your Moddb account, sad. When I have time I'll be checking out the rest of your tutorials. Thanks for what you've done though xD
Halo4Follower 1 month ago
@Halo4Follower I'm glad to see that people are still finding my tutorials useful! Thank you for appreciating them! :)
Silwerfish 1 month ago
@fumanchu3cp Awesome, thanks! :D
Silwerfish 4 months ago
i am making some machinimas on g-mod, some scenes require npcs, but most of the gmod maps dont have nodes. Is there any way i can save the map with the nodes i place with this developer menu thing?
LuiDeca 5 months ago
@LuiDeca Yeah that's the idea. What you need to do is have the editor open in the background with the map loaded in edit mode, your nodes will be transferred from the game to the editor when you exit the level in the game.
So to do this for an official map if you don't have access to the VMF file, is first decompile the level, then load it in Hammer, compile it, run the newly compiled level in edit mode, add nodes, quit level and they should be there in the editor for you to compile again.
Silwerfish 5 months ago
@Silwerfish do you have a tut for decompiling maps?
LuiDeca 5 months ago
@LuiDeca Yes I do, I can't link here, but just search for it in my videos.
Silwerfish 5 months ago
I was messing with the sound, and you said "If you are a slut, you like it to the butt"
Muovivaha 6 months ago
What about floors with displacements? When I go to map_edit some of the links are red, and I assume that means the NPC cannot navigate them, but I can lift the connection or the node itself up or anything. The NPCs following me decide to take other routes instead of going straight to me.
JakeSpringhorn 9 months ago
@JakeSpringhorn It should work pretty much the same way. Just make sure the displacement would be easy to navigate. I haven't had any trouble with nav meshes on displacements at least.
Did you try adding another node in between the two problematic nodes?
Silwerfish 9 months ago
@Silwerfish Yes, I have tried that. It's a mess...if you have the time...do you think you can take a look at the vmf? I'll send it to you if you would like to.
JakeSpringhorn 9 months ago
@JakeSpringhorn Sorry about the late reply, yeah just send it to me, I'll take a look.
Silwerfish 8 months ago
Hey, i have a problem. I made a map, and when i follow your video after typing edit_map u see all info_nodes... when i type edit_map "mapname" I don't see any node. I also used reactions above like sv_cheats 1 and noclip. but still i don't see any node...
Steampr0x1m4 10 months ago
@Steampr0x1m4 The command is actually map_edit, not edit_map. :)
Silwerfish 10 months ago
@Harrifalconer1 do sv_cheats 1 in console, then write noclip to toggle between flying and not flying.
Silwerfish 11 months ago
do you think you could make a tutorial with jump/air nodes
cafedormido 11 months ago
@cafedormido That's a good suggestion, thanks!
Silwerfish 11 months ago
how you spawn npc/bots in map with hammer?
Thelillfredde 1 year ago
@Thelillfredde You can use an npc_maker or an npc_template_maker to do that. Read more about those entities on the valve developer wiki (developer. valvesoftware. com).
Silwerfish 1 year ago
@Thelillfredde click the little grey pawn icon in the toolbar on the left (4th down) and click again to place in your level. now select the red cursor tool from the left (1st icon) and double click the pawn (entity, if you want to get technical) and in the 'class' drop down box scroll down to find anything with npc_ in the name eg: npc_zombie is a zombie. click apply when you have selected one and the green guy will change into your chosen npc.
paintcan176 9 months ago
Silwer a question.
How do you actually make NPC's go somewhere in the game?
If i want an npc to be walking right next to a door, how do I do that?
thehumor 1 year ago
@thehumor There are several ways, I'd say the easiest way is to use a scripted_sequence entity. See my tutorial called NPC Animation to learn how to do that (just ignore the actual animation part, because without an animation to do, the NPC will just move to the position).
Silwerfish 1 year ago
I don't know if it makes a difference, but I have no sound on my cpu currently. The info_nodes seem to make of no use, is your mod based on ep2?
Soulslayerzx 1 year ago
@Soulslayerzx Your sound shouldn't make a difference. I'm using ep2 yes.
Silwerfish 1 year ago
@Soulslayerzx the Ai nodes do alot. without them npc's use a basic script, but it sucks. Ai nodes do alot more.
Willsuitt1 1 year ago
when i compile the map and run it without the map_edit, will it automatically walk in the nodes???
NH2Contents 1 year ago
@NH2Contents Yeah the nodes are there when you run the map normally, you just can't see them.
Silwerfish 1 year ago
You could make a strategy game with this!
Theyallfloatdownhere 1 year ago
Your tutorials are very fine indeed.
Theyallfloatdownhere 1 year ago
@Theyallfloatdownhere Thanks!
If you have a tutorial suggestion, submit it in the moderator module on my channel page, or vote on other's suggestions there!
Silwerfish 1 year ago
Thumbs, bro. Thumbs.
TakeBackTheWorld 1 year ago
Thanks man! I finally know how to control npc:s :) <3
tikkumanne 1 year ago
Europeans do the best Hammer tutorials. =P
thevideoguy666 1 year ago
i tried this
it was fun playing god with a combine
kabobularproductions 1 year ago 7
the nodes automatically are above the ground in 3d if anyone didnt kno =)
kabobularproductions 1 year ago
great tutorial, would an npc made in garry's mod follow the nodes or just stand there like in gm_flatgrass, I know they move around in gm_construct though
Carmine377700 1 year ago
@Carmine377700 they would move around, I'm pretty sure.
Silwerfish 1 year ago
@Carmine377700 i decompiled flatgrass and there were no nodes
kabobularproductions 1 year ago
@Carmine377700 yeah garry's mod automaticly creates nodes :)
RickRay9 1 year ago
I know theres a way to link path_corner to an NPC, I can do that without a problem. I just want my zombies to wander freely among my map after they spawn, yet they ignore all nodes I place :|
IXIArblargIXI 1 year ago
@IXIArblargIXI It's not that they ignore them (the nodes are just for enabling your NPCs to navigate your level, it doesn't force them to do so), it's just that they are not programmed to start wandering around when they spawn. You could add an aiscripted_schedule that you trigger when a zombie spawns that tell the zombie to go towards the player and attack him for example, but I don't think there is a good way to just make them wander aimlessly.
Silwerfish 1 year ago
Is there a way to link specific nodes to a specific NPC?
IXIArblargIXI 1 year ago
@IXIArblargIXI I _think_ that's possible but I can't remember how to do it.
Silwerfish 1 year ago
Your voice is so clear and i understand every word.
Och jag hör att du är svensk, försök inte dölja det!
Tabe112 1 year ago
@Tabe112 Hehe, tack så mycket! ;D
Silwerfish 1 year ago
what distance the nodes can be from each one to be ''connected''?
idonthatethissite 1 year ago
@idonthatethissite I don't know actually, you can place them pretty far away though.
Silwerfish 1 year ago
hi, i used map_edit on my map to mess around w/ nodes, but now ea time i compile it doesn't update the map and it plays an older version of it. do you know how to fix this? i also can't use map_edit on that map anymore
Th3Jugg3rn4ugh7 1 year ago
@Th3Jugg3rn4ugh7 When you do map_edit you lock the editor, you'll need to exit the map to unlock it. Are you entirely sure you did that?
Silwerfish 1 year ago
@Silwerfish i got it fixed, thx
Th3Jugg3rn4ugh7 1 year ago
i did that map_edit thing in my map to mess around with the nodes and now i can't update my map. each time i compile and play it loads an older version of the map. do you know how to fix this?
Th3Jugg3rn4ugh7 1 year ago
I like your tutorials.
zerm95 1 year ago
@zerm95 Thanks man, I'm glad you do!
Silwerfish 1 year ago
is it possiple to do this with HL2 deathmatch?
fourrecoil 2 years ago
I don't think that's possible, I have seen servers with NPCs though, but I don't have any idea about how they achieved that.
It's not supported, I can tell you that much.
Silwerfish 2 years ago
@Silwerfish okay, thanks !
fourrecoil 2 years ago
Do the nodes work on Counter Strike Source? I tried doing them and the NPCs kept jumping up against a wall.
lilfupa 2 years ago
There is a difference between how bots and NPCs work. The short answer would be that no, info_node entities won't work for the bots in CSS.
Bots use navigation meshes instead, I'll PM you a link to more info about these.
Silwerfish 2 years ago
@Silwerfish You know how to navigate the bots? Well teach me then :O I really need to know!
FanTazTiCxD 1 year ago
@FanTazTiCxD Go to developer (dot) valvesoftware (dot) com and search for it.
I might make a tut on it in the future.
Silwerfish 1 year ago
thanks
elementbamiscool 2 years ago
Can you tell me the difference between just typing nav_generate or adding nodes? Is it the same and what is bettèr?
Niklasdiver123 2 years ago
I'm pretty sure that nav_generate is something for bots (like for TF2 and CS:S for example) while nodes are for AI (NPCs).
Silwerfish 2 years ago
some great tuts you got here :) But i have a problem, is it possible to have an npc jump up to something? I have this really small ledge (10-20 hammer units) but they won't climb up it. It's easily jumpable.
scruga 2 years ago
Thank you.
The limit for them to be able to walk up it is 16 units, if you can't lower it to that you can use info_node_hint entities to enable them to jump up or down from there. You will need to place one at the top and one at the bottom of the jump (I don't have my good computer so I can't give you the specifics), just experiment with the settings.
Silwerfish 2 years ago
@Silwerfish ok thank you i'll try :)
scruga 2 years ago
So can I use this system to direct NPC's over a distance to a specific area? Will they follow these on there own, or will they just wander around (this is what happened when I tried.)
GangstahFlowah 2 years ago
This does not have anything to do with ordering NPCs around. It's just about giving the NPCs knowledge about where it can go.
Silwerfish 2 years ago
So how would I order a zombie towards a specific spot?
GangstahFlowah 2 years ago
Using an aiscripted_schedule for example.
Silwerfish 2 years ago
do one were you make them combine not attack you
123ilikecheese456 2 years ago
Actually, I uploaded a tutorial showing how to do this just about an hour ago or so!
go to my channel page to check it out! (It's called NPC Relationships)
Silwerfish 2 years ago
I have already made a tutorial on NPC animation, wich would be how the pressing of the button would be created.
The talking part would be choreography though, so I've added that to the tutorial list.
Thanks!
Silwerfish 2 years ago
as always you show me something new although i thought that i knew it already ^^
Bekey2nd 2 years ago
Just give me a request if you would like to see a tutorial on a specific subject, thanks! :)
Silwerfish 2 years ago
yeah i saw it thx
123ilikecheese456 2 years ago
cool
great tuto
YOUnoobGER 2 years ago
Thank you!
Silwerfish 2 years ago
Very nice man. What do you have next on the tuto- list?
bocca882 2 years ago
Thanks!
I haven't actually decided yet, so give me requests to help me make up my mind! ;D
Silwerfish 2 years ago
Please give me tutorial requests! :D
Silwerfish 2 years ago
Excellent video, very well made! I am envious of your computer when it comes to compiling, it takes at least 2 minutes to get the game running to test out a map and on your system it is more like 10 seconds.
But I have a question, I am looking for a way to script AIs to go to a certain place, I mean, without giving them an option to "think" but instead I set up a route for them to work around.
Is there a simple or direct way to do this?
trav10854 2 years ago
Thank you! :)
I have the game running in the background though.
See my tutorial called "NPC Animations", use the scripted_sequence, but give no animation information. The NPC will walk to the scripted_sequence and then consider himself to be done.
You can then set "Next Script" to the name of another scripted_sequence and then you can tie the last scripted_sequence to the first one and your NPC will be in an endless loop.
Just don't forget to check the "Override AI" flag!
I hope this helps.
Silwerfish 2 years ago
Oh dude, you rule. Very helpful tutorial, since I like to work more with NPCs and scripted sequences other than brushwork lol. But I really needed to understand the info_node thank you very much.
gsp1995 2 years ago
I'm very glad you found it useful! NPCs and AI is something I love playing around with.
Thank you! :D
Silwerfish 2 years ago