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Merge pull request #6 from tanuki-billie/waypointing-docs-tweaks
`waypointing.md`: Clarity and spelling fixes
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markdown/mapping/waypointing.md

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_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.
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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.
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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 by setting the `waypoint_mode` cvar and restarting the level.
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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.
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![Waypoint Mode UI with waypoint nodes visible.](../res/images/waypoint_mode.webp)
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## .way Files
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Due to `.way` files being plain-text, they can be opened in any text editor. Doing so will reveal the following data structure:
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Once created, the `.way` file is a plain-text format and may be opened in any text editor. Doing so will reveal the following data structure:
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![Data structure of a `.way` file when opened in a text editor.](../res/images/waypoint_plain_text.webp)
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| Data Identifier | Description |
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|---|---|
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| Origin | The co-ordinates of the waypoint node. |
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| ID | The numerical identifier of the waypoint node. |
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| Special | The associated `wayTarget` ID of a valid `nzp_func_door` that has been correctly linked to the waypoint node. |
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| Target 1-8 | 8 Possible waypoint nodes that are connected to the waypoint node. |
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| `origin` | The coordinates of the waypoint node. |
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| `id` | The numerical identifier of the waypoint node. |
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| `special` | The associated `wayTarget` ID of a valid `nzp_func_door` that has been correctly linked to the waypoint node. |
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| `target[1-8]` | The ID of up to eight possible waypoint nodes that are connected to the waypoint node. |
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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.
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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 remedied by manually reassigning IDs via opening the file in a text editor.
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## Interacting with Waypoints
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![(Left to right) Blue-Default, Yellow-Selected, Red-Linked to Current, Special-Used for Doors (Same 3 colours as previous). ](../res/images/waypoint_types.webp)
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![(Left to right) Blue-Default, Yellow-Selected, Red-Linked to Current, Special-Used for Doors (same 3 colors as previous). ](../res/images/waypoint_types.webp)
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| Actions | Description |
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Special Waypoint nodes are used in conjunction with a valid `func_nzp_door` to prevent zombies from attempting to path through currently closed doors.
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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
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whilst this node is selected. Correct use of this function can be clarifyed by a console output.
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whilst this node is selected. Correct use of this function can be clarified by console output.
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## Pathing Behaviour
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## Pathing Behavior
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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, chest and forehead being able to see the player).
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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, chest and forehead being able to see the player).
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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.),
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they will do so via the closest waypoint node to them. There is however a heuristic cost, meaning zombies will attempt different paths via alternate nodes if the closest node to them is not reachable.
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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. There is however a heuristic cost, meaning zombies will attempt different paths via alternate nodes if the closest node to them is not reachable.
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![Example map of connected waypoint nodes, arrows indicating that nodes are linked in both directions.](../res/images/example_waypoints.webp)

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