mirror of
https://github.com/nzp-team/documentation.git
synced 2025-03-13 06:03:07 +00:00
Update waypointing.md
-wayTarget wording altered to use "is done via". -Original "Nit" edit remedied. -Minor .way formatting tweaks, still requires additional descriptions added. -"256 Nodes" wording altered, also added known limitation / bug information.
This commit is contained in:
parent
b437a38c0e
commit
ef8959d28d
1 changed files with 7 additions and 5 deletions
|
@ -7,10 +7,12 @@
|
|||
|
||||
_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 can be edited directly in-game via the waypoint editing mode, foregoing the need to recompile the map when creating or adjusting waypoints. This mode can be accessed via the command `waypoint_mode` cvar.
|
||||
Saving a set of waypoints via this mode will generate a `.way` file within the maps folder of NZ:P; a plain-text file containing data for each node.
|
||||
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.
|
||||
|
||||
With `.way` files being plain-text, they can be opened in any text editor. Doing so will reveal the following data structure:
|
||||
## .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:
|
||||
|
||||

|
||||
|
||||
|
@ -21,7 +23,7 @@ With `.way` files being plain-text, they can be opened in any text editor. Doing
|
|||
| 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. |
|
||||
|
||||
Another limitation of the waypoint system is that there is a hard limit of 256 total nodes.
|
||||
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
|
||||
|
||||
|
@ -40,7 +42,7 @@ Another limitation of the waypoint system is that there is a hard limit of 256 t
|
|||
|
||||
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 as simple as placing a waypoint node within the door entity you have created, and creating a special entity
|
||||
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
|
||||
|
|
Loading…
Reference in a new issue