Garry's Mod

Garry's Mod

HintNode Loader
24 条留言
ph0ne (greatijedi) 9 月 12 日 下午 5:20 
It works perfectly! Thanks!
#INVALID_USER  [作者] 9 月 12 日 上午 5:32 
Added support for SpawnFlags (default: 0).
Set "SpawnFlags": "<number>" in the same location as "HintType" in the json file.
ph0ne (greatijedi) 9 月 11 日 下午 4:43 
Sweet. Looking forward to it.
#INVALID_USER  [作者] 9 月 11 日 下午 2:58 
@ph0ne (greatijedi)
ah sorry.
I didn't know about this feature.
Planned update.
ph0ne (greatijedi) 9 月 7 日 下午 12:29 
Alternatively, for wherever you call SetPos() on the new hint entities you make, can you call SetSpawnFlags(65536) on it?
ph0ne (greatijedi) 9 月 6 日 下午 6:39 
I would like to request some assistance, if you're available.

You mentioned previously that jumping up isn't possible due to this line here: https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/game/server/ai_pathfinder.cpp#L646

However, it appears that jumping up exists as a spawn flag: https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/game/server/ai_hint.h#L338

Would it be possible for you to integrate something like the following into your addon:
lua_run hook.Add("OnEntityCreated", "SpawnFlagsJumpUp", function(e) timer.Simple(0, function() e:AddSpawnFlags(65536) end) end)

If you can read the spawn flag from your json file and call it on the appropriate entities with your addon, I would greatly appreciate it.
George Floyd 7 月 4 日 下午 9:18 
alright it's ok
#INVALID_USER  [作者] 7 月 4 日 下午 9:18 
@George Floyd
Sorry, because nodegraph_loader uses binary modules (native code), it cannot be distributed through the workshop.
George Floyd 7 月 4 日 下午 7:50 
Damn i was using hintnode instead of ground node so that's why it wasn't working. Thanks man, by the way do you plan to release the reload ai nodes at game addon? I see it on one of your videos, you type console command and reload nodes
George Floyd 7 月 4 日 下午 7:47 
It's already 1 but thanks for the video i'll watch it and try again
#INVALID_USER  [作者] 7 月 4 日 下午 6:47 
@George Floyd
Make sure that "sv_enable_init_hint_hook" and "sv_enable_hint_json_load" are set to 1 (they are set to 0 by default).

I uploaded an explanatory video for Nodegraph Editor+.
https://youtu.be/9Mo_UBLdXDk
George Floyd 7 月 4 日 下午 3:29 
can you do video for hint node override jump permission? i tried everything but it doesn't working
Hosterle 6 月 21 日 下午 12:52 
I see, thank you
#INVALID_USER  [作者] 6 月 21 日 上午 11:02 
@Hosterle
The reason jump overrides only work in a downward direction is due to the Source engine.
This can be verified in the Source SDK's C++ code.
https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/game/server/ai_pathfinder.cpp#L644

To enable jumping for all entities, use this command:
lua_run hook.Add("OnEntityCreated", "Add CAP_MOVE_JUMP", function(e) if e:IsNPC() then timer.Simple(0, function() e:CapabilitiesAdd(CAP_MOVE_JUMP) end) end end)

However, while it is probably possible to change the maximum jump distance for scripted entities, I don't think you can change the maximum jump distance for NPCs, such as zombies in hl2, which are hard-coded in c++.
Also some NPCs behave strangely with this command (e.g. npc_rollermine can't jump upwards so it keeps rolling into the wall).
Hosterle 6 月 21 日 上午 8:27 
The override jump permissions hint only allows jumping down. How do I make NPCs jump up too?
UncleChestnut 6 月 15 日 上午 6:39 
holy fart is that an interloper reference??
CyberDemon2099 5 月 18 日 上午 10:29 
Something something Interloper something.
PowerTower 4 月 26 日 下午 6:27 
ah yes, DM Editor.
Imorted 3 月 23 日 下午 1:23 
Nice
gfront55 3 月 2 日 下午 1:43 
Thank you so much for this :missing:
#INVALID_USER  [作者] 3 月 1 日 上午 5:03 
🤔...?
крутой ваня 777 топ 3 月 1 日 上午 2:01 
is that the interloper thing :steambored:
#INVALID_USER  [作者] 2 月 25 日 上午 8:04 
@TheBlackVoid
Thanks.
Added support for loading hints from data/map_hints/ or data_static/map_hints/ folders.
TheBlackVoid 2 月 25 日 上午 7:09 
Wow, you're really awesome. :)

Is it possible to load the .json from data_static folder instead? So people can create hint nodes with this and upload it to the workshop.