Garry's Mod

Garry's Mod

HintNode Loader
24 Comments
ph0ne (greatijedi) 12 Sep @ 5:20pm 
It works perfectly! Thanks!
#INVALID_USER  [author] 12 Sep @ 5:32am 
Added support for SpawnFlags (default: 0).
Set "SpawnFlags": "<number>" in the same location as "HintType" in the json file.
ph0ne (greatijedi) 11 Sep @ 4:43pm 
Sweet. Looking forward to it.
#INVALID_USER  [author] 11 Sep @ 2:58pm 
@ph0ne (greatijedi)
ah sorry.
I didn't know about this feature.
Planned update.
ph0ne (greatijedi) 7 Sep @ 12:29pm 
Alternatively, for wherever you call SetPos() on the new hint entities you make, can you call SetSpawnFlags(65536) on it?
ph0ne (greatijedi) 6 Sep @ 6:39pm 
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 4 Jul @ 9:18pm 
alright it's ok
#INVALID_USER  [author] 4 Jul @ 9:18pm 
@George Floyd
Sorry, because nodegraph_loader uses binary modules (native code), it cannot be distributed through the workshop.
George Floyd 4 Jul @ 7:50pm 
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 4 Jul @ 7:47pm 
It's already 1 but thanks for the video i'll watch it and try again
#INVALID_USER  [author] 4 Jul @ 6:47pm 
@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 4 Jul @ 3:29pm 
can you do video for hint node override jump permission? i tried everything but it doesn't working
Hosterle 21 Jun @ 12:52pm 
I see, thank you
#INVALID_USER  [author] 21 Jun @ 11:02am 
@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 21 Jun @ 8:27am 
The override jump permissions hint only allows jumping down. How do I make NPCs jump up too?
UncleChestnut 15 Jun @ 6:39am 
holy fart is that an interloper reference??
CyberDemon2099 18 May @ 10:29am 
Something something Interloper something.
PowerTower 26 Apr @ 6:27pm 
ah yes, DM Editor.
Imorted 23 Mar @ 1:23pm 
Nice
gfront55 2 Mar @ 1:43pm 
Thank you so much for this :missing:
#INVALID_USER  [author] 1 Mar @ 5:03am 
🤔...?
is that the interloper thing :steambored:
#INVALID_USER  [author] 25 Feb @ 8:04am 
@TheBlackVoid
Thanks.
Added support for loading hints from data/map_hints/ or data_static/map_hints/ folders.
TheBlackVoid 25 Feb @ 7:09am 
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.