Nuclide
Software Development Kit for id Technology (BETA)

About this class

Server-Entity: Nodegraph Hint.

QUAKED info_hint (0 0 0) (-8 -8 -8) (8 8 8) x x x x x x x x x x x x x x x x HINTSF_ALLOWJUMPUP

OVERVIEW

Helper entity for the AI routines. Defines where to go for sensible defense/offensive or other hints.

KEYS

  • "targetname" : Name
  • "hinttype" : Hint type, this controls this hints' purpose. See notes
  • "hintactivity" : Associated animation activity. Once an NPC goes to this node they'll play it
  • "nodeFOV" : Field of view of the node. You'll probably want to set a sensible angle too.
  • "StartHintDisabled" : Whether or not to 'hide' the hint on start, requiring activation to work.
  • "Group" : Hint group definition. Some NPCs are set up to only look for their specific group.
  • "IgnoreFacing" : Whether or not we need to ignore the angle (?), see notes.
  • "MinimumState" : The minimum AI state required to use this hint, see notes.
  • "MaximumState" : The maximum AI state allowed to use this hint, see notes.

SPAWNFLAGS

  • HINTSF_ALLOWJUMPUP (65536) : Allow the AI to 'jump' up this node.

NOTES

The 'hinttype' field can be one of these integer values:

  • HINT_NONE = 0
  • HINT_WORLD_WINDOW = 2
  • HINT_WORLD_WORK_POSITION = 12
  • HINT_WORLD_VISUALLY_INTERESTING = 13
  • HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM = 14
  • HINT_WORLD_INHIBIT_COMBINE_MINES = 15
  • HINT_WORLD_VISUALLY_INTERESTING_STEALTH = 16
  • HINT_TACTICAL_COVER_MED = 100
  • HINT_TACTICAL_COVER_LOW = 101
  • HINT_TACTICAL_WASTESCANNER = 102
  • HINT_TACTICAL_PINCH = 103
  • HINT_TACTICAL_GUARD_POINT = 104
  • HINT_TACTICAL_ENEMY_DISADVANTAGED = 105
  • HINT_HEALTH_KIT = 106
  • HINT_ANTLION_BURROW_POINT = 400
  • HINT_ANTLION_THUMPER_FLEE_POINT = 401
  • HINT_HEADCRAB_BURROW_POINT = 450
  • HINT_CROW_FLYTO_POINT = 700
  • HINT_CROW_PERCH_POINT = 701
  • HINT_FOLLOW_WAIT_POINT = 900
  • HINT_JUMP_OVERRIDE = 901
  • HINT_PLAYER_SQUAD_TRANSITON_POINT = 902
  • HINT_NPC_EXIT_POINT = 903
  • HINT_STRIDER_NODE = 904
  • HINT_PLAYER_ALLY_MOVE_AWAY_DEST = 950
  • HINT_PLAYER_ALLY_FEAR_DEST = 951
  • HINT_WORLD_MACHINERY = 1000
  • HINT_WORLD_BLINKING_LIGHT = 1001
  • HINT_WORLD_HUMAN_BLOOD = 1002
  • HINT_WORLD_ALIEN_BLOOD = 1003

The 'IgnoreFacing' field can be one of 3 values:

  • IGNORE_NO = 0
  • IGNORE_YES = 1
  • IGNORE_DEFAULT = 2

The 'MinimumState' and 'MaximumState' field can be one of 3 values:

  • AISTATE_IDLE = 0
  • AISTATE_ALERT = 1
  • AISTATE_COMBAT = 2

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Some functionality of this entity was meant to be part of info_node in the original Half-Life (1998). However, that was never completed.

Inheritance diagram for info_hint:
ncPointTrigger

Public Member Functions

void info_hint (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 

Constructor & Destructor Documentation

◆ info_hint()

void info_hint::info_hint ( void  )

Member Function Documentation

◆ Restore()

void info_hint::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented from ncPointTrigger.

◆ Save()

void info_hint::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from ncPointTrigger.

◆ Spawned()

void info_hint::Spawned ( void  )
virtual

Called when the entity is fulled initialized.

Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding.

Reimplemented from ncEntity.

◆ SpawnKey()

void info_hint::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of ncIO.

Reimplemented from ncPointTrigger.


The documentation for this class was generated from the following file: