mirror of
https://github.com/nzp-team/documentation.git
synced 2025-03-13 06:03:07 +00:00
Merge 817154c42a
into bff37d7de7
This commit is contained in:
commit
18b9d92188
7 changed files with 58 additions and 0 deletions
|
@ -55,6 +55,7 @@ Documentation and by extension headers/categories are a work in progress.
|
|||
- [Advanced Model Exporting](../mapping/model-exporting.md)
|
||||
- [Model Alpha Transparency](../mapping/alpha-transparency.md)
|
||||
- [Fog](../mapping/fog.md)
|
||||
- [Waypointing](../mapping/waypointing.md)
|
||||
|
||||
### Map Entities
|
||||
- [Barricades](../mapping/barricades.md)
|
||||
|
|
57
markdown/mapping/waypointing.md
Normal file
57
markdown/mapping/waypointing.md
Normal file
|
@ -0,0 +1,57 @@
|
|||
% Waypointing - NZ:P Mapping Documentation
|
||||
# Waypointing
|
||||
|
||||
## Introduction
|
||||
|
||||

|
||||
|
||||
_Nazi Zombies: Portable_ makes use of a waypointing system to define nodes that zombies may path between. This allows for a fairly simple and intuitive, albeit limited, way to allow mappers to create custom pathfinding for their maps.
|
||||
|
||||
Waypoints are edited directly in-game via a special Waypoint Mode, as opposed to creating them in the map editor. This mode can be accessed via `waypoint_mode` cvar.
|
||||
Saving a set of waypoints via this mode will generate a `.way` file within the maps folder of NZ:P, matching the original map file name. This `.way` file must be supplied alongside the original map file when sharing maps.
|
||||
|
||||

|
||||
|
||||
## .way Files
|
||||
|
||||
Due to `.way` files being plain-text, they can be opened in any text editor. Doing so will reveal the following data structure:
|
||||
|
||||

|
||||
|
||||
| Data Identifier | Description |
|
||||
|---|---|
|
||||
| Origin | The co-ordinates of the waypoint node. |
|
||||
| ID | The numerical identifier of the waypoint node. |
|
||||
| Special | The associated `wayTarget` ID of a valid `nzp_func_door` that has been correctly linked to the waypoint node. |
|
||||
| Target 1-8 | 8 Possible waypoint nodes that are connected to the waypoint node. |
|
||||
|
||||
Up to 256 total nodes are supported at this time. Additionally, when a node is deleted within waypoint mode, the ID it occupied within the `.way` will not be freed up for use by following nodes as they are created. This can be remidied by manually reassigning ID's via opening the file in a text editor.
|
||||
|
||||
## Interacting with Waypoints
|
||||
|
||||

|
||||
|
||||
| Actions | Description |
|
||||
|---|---|
|
||||
| Create | Creates a default (blue) waypoint node at the players position. |
|
||||
| Select | Selects waypoint node currently being aimed at. |
|
||||
| Link | Link selected (yellow) node to aimed at default (blue) node. |
|
||||
| Remove | Deletes current selected (yellow) node. |
|
||||
| Move | Move current selected (yellow) node to player position. |
|
||||
| Create Special | Converts selected (yellow) node to a special node. Must be adjacent to a valid `func_nzp_door`. |
|
||||
|
||||
## Special Waypoints
|
||||
|
||||
Special Waypoint nodes are used in conjunction with a valid `func_nzp_door` to prevent zombies from attempting to path through currently closed doors.
|
||||
|
||||
A valid `func_nzp_door` requires an ID to be set in the `wayTarget` entity field. Targetting this `wayTarget` within waypoint mode is done via placing a waypoint node within the door entity you have created, and creating a special entity
|
||||
whilst this node is selected. Correct use of this function can be clarifyed by a console output.
|
||||
|
||||
## Pathing Behaviour
|
||||
|
||||
Zombies will move along a path dictated by the mapper through connected waypoint nodes until they are within sight range to path to a player on their own (Where "Sight" is dictated by both the zombies shins, chest and forehead being able to see the player).
|
||||
|
||||
When zombies reacquire a path to the player (Whether that be after hopping a barricade post-spawn, or in attempt to find the player after they have teleported outside and back into the map.),
|
||||
they will do so via the closest waypoint node to them. There is however a heuristic cost, meaning zombies will attempt different paths via alternate nodes if the closest node to them is not reachable.
|
||||
|
||||

|
BIN
markdown/res/images/Waypoint_Pathing.webp
Normal file
BIN
markdown/res/images/Waypoint_Pathing.webp
Normal file
Binary file not shown.
After Width: | Height: | Size: 943 KiB |
BIN
markdown/res/images/example_waypoints.webp
Normal file
BIN
markdown/res/images/example_waypoints.webp
Normal file
Binary file not shown.
After Width: | Height: | Size: 53 KiB |
BIN
markdown/res/images/waypoint_mode.webp
Normal file
BIN
markdown/res/images/waypoint_mode.webp
Normal file
Binary file not shown.
After Width: | Height: | Size: 698 KiB |
BIN
markdown/res/images/waypoint_plain_text.webp
Normal file
BIN
markdown/res/images/waypoint_plain_text.webp
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.8 KiB |
BIN
markdown/res/images/waypoint_types.webp
Normal file
BIN
markdown/res/images/waypoint_types.webp
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.6 KiB |
Loading…
Reference in a new issue