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% 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 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 1
in the console.
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.
Interacting with Waypoints
Actions | Keybinding | Description |
---|---|---|
Create | Fire Weapon | Creates a default (blue) waypoint node at the players position. |
Select | Interact | Selects waypoint node currently being aimed at. |
Link | Aim Down Sights | Link selected (yellow) node to aimed at default (blue) node. |
Remove | Melee | Deletes current selected (yellow) node. |
Move | Next Weapon | Move current selected (yellow) node to player position. |
Create Special | Reload | 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.
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 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. This is also important to consider in maps with verticality, as the nearest node to the zombie may in fact be above or below them - causing them to get stuck.