Difference between revisions of "Ai singlefile (WC)"

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(Created page with "__NOEDITSECTION__ {{MapInfoBox <!-- Sidebar images. The map at a glance, with some sweeping shots. Leave the whole gallery for below. v2 --> |title1=50antlions.vmf <!-- the ma...")
 
(Added links to used assets)
 
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__NOEDITSECTION__
 
__NOEDITSECTION__
 
{{MapInfoBox <!-- Sidebar images. The map at a glance, with some sweeping shots. Leave the whole gallery for below. v2 -->
 
{{MapInfoBox <!-- Sidebar images. The map at a glance, with some sweeping shots. Leave the whole gallery for below. v2 -->
|title1=50antlions.vmf <!-- the map name with .vmf -->
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|title1=ai_singlefile.vmf <!-- the map name with .vmf -->
|image1=Placeholder phys.jpg
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|image1=Hl2_00010.png
 
|game=Half-Life 2 <!-- What game is this made for?-->
 
|game=Half-Life 2 <!-- What game is this made for?-->
 
|leak=[[The 2003 Leak|WC Mappack]]<!-- Leak it originated from. Provide a link to the VCC wiki page where possible.-->
 
|leak=[[The 2003 Leak|WC Mappack]]<!-- Leak it originated from. Provide a link to the VCC wiki page where possible.-->
|mapdate= August 20, 2002 <!-- Date of the map file, last modified. If this is obviously irrelevant, don't include. -->
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|mapdate= August 24, 2002 <!-- Date of the map file, last modified. If this is obviously irrelevant, don't include. -->
|mapversion= PLACEHOLDER <!-- Open the VMF in notepad and copy the number after "mapversion". -->
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|mapversion= 47 <!-- Open the VMF in notepad and copy the number after "mapversion". -->
|editor_build= PLACEHOLDER  <!-- Ditto, but with "editorbuild". -->
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|editor_build= 2045 <!-- Ditto, but with "editorbuild". -->
 
}}
 
}}
 
Click the "edit" sign to the right, and copy this page's source to the map's page you're working on. Follow the HTML comments and PLACEHOLDERs to complete the page.
 
 
 
<!-- Place a sentence or two describing the direct purpose of the map, and nothing else. Bold the title of the map. -->  
 
<!-- Place a sentence or two describing the direct purpose of the map, and nothing else. Bold the title of the map. -->  
<b>PLACEHOLDER</b> is a testmap intended to test the ability of the AI to navigate a simple course.
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<b>AI_Singlefile</b> is a testmap intended to test how numerous overlapping NPCs path past one another.
  
 
==Overview==
 
==Overview==
 
<!-- Describe the map, what its purpose is, how it was supposed to play out. -->
 
<!-- Describe the map, what its purpose is, how it was supposed to play out. -->
<b>PLACEHOLDER</b> is a simplistic dev-textured map intended to test AI navigation. It does not function in the current versions of Half-Life 2, as the search radius on the <code>scripted_sequence</code>s is unable to reach the <code>npc_barney</code>s to make them move.
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<b>AI_Singlefile</b> is a simplistic dev-textured map intended to test AI collision resolution. It does not function in the current versions of Half-Life 2, as the search radius on the <code>scripted_sequence</code>s is unable to reach the <code>npc_barney</code>s to make them move. There are 7 buttons, with the one in the center commanding all of the <code>npc_barney</code>s to move, while the rest command individuals.
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==Referenced Assets==
 +
===Entities===
 +
*[[func_button]]
 +
*[[info_node]]
 +
*[[info_player_start]]
 +
*[[light_environment]]
 +
*[[npc_barney]]
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*[[scripted_sequence]]
  
==Unused Visgroups==
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===Materials===
<!-- In subheaders, describe each unused visgroup in the map, including a picture. If there aren't any, don't include this. -->
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*[[hl2/materials/dev/dev_measuregeneric01b]]
===Example===
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*[[hl2/materials/dev/dev_measurehall01]]
[[File:Crap_uv_1.png|thumb|310px]]
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*[[hl2/materials/dev/dev_measureswitch02]]
Another rotated brush placed close to the first. It uses BRICK/BRICKWALL032C, instead of concrete/concretefloor022a.
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*[[hl2/materials/dev/dev_measureswitch03]]
{{Clear}} <!-- this prevents the side-images from desyncing with the text of the article -->
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*[[hl2/materials/skybox/sky_wasteland02]]
 +
*[[hl2/materials/tools/toolsskybox]]
  
 
==Gallery==
 
==Gallery==
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<!-- A minimum of three shots of various areas in the map. Try to give the whole impression of what's around.-->  
 
<!-- A minimum of three shots of various areas in the map. Try to give the whole impression of what's around.-->  
 
<gallery widths=400px heights=400px mode="packed">
 
<gallery widths=400px heights=400px mode="packed">
crap_ig_2.png
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Hl2_00009.png
crap_ig_1.png
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Hl2_00010.png
crap_ig_3.png
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Hl2_00011.png
 
</gallery>
 
</gallery>
  
 
===Hammer===
 
===Hammer===
 
<!-- At least one 3D shot of the map in hammer, and one from the 2-D grid above. You can use Shift+Z to efficiently blow-up the 3D viewport.-->
 
<!-- At least one 3D shot of the map in hammer, and one from the 2-D grid above. You can use Shift+Z to efficiently blow-up the 3D viewport.-->
<gallery widths=400px heights=400px mode="packed">
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<gallery widths=300px heights=300px mode="packed">
crap_ham_1.png
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Hammerplusplus_00004.png
Crap_grid_1.png
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Hammerplusplus_00005.png
 
</gallery>
 
</gallery>
  

Latest revision as of 23:06, 28 October 2023

Ai singlefile (WC)
Hl2 00010.png
Info
Game Half-Life 2
Leak WC Mappack
Map Date August 24, 2002
Editor Build 2045
Map Date (NET) May 31, 2002

AI_Singlefile is a testmap intended to test how numerous overlapping NPCs path past one another.

Overview

AI_Singlefile is a simplistic dev-textured map intended to test AI collision resolution. It does not function in the current versions of Half-Life 2, as the search radius on the scripted_sequences is unable to reach the npc_barneys to make them move. There are 7 buttons, with the one in the center commanding all of the npc_barneys to move, while the rest command individuals.

Referenced Assets

Entities

Materials

Gallery

In-Game

Hammer