ScenarioPlayer walks towards a door in a wall behind which three AI are placed, two of which engage in a (player) triggered conversation.
ProblemThe door is in a wall to another area but not another room (think walled garden). This means AI can be inadvertently triggered, or trigger early before AI chat occurs. To prevent this early triggering,
ai_no_sight clip brush volume can be used to 'block' AI seeing the player when they inside it. However, if ai_no_sight is placed across the entire opening this results in AI not seeing the player even when standing in an open doorway.
SolutionThe fix makes use of limited placement of "ai_no_sight" to give the player an avenue to take towards the door which follows a slightly more stealthy approach along another wall, whilst using a func_inv_user targeted at the door allows the player to open the target door without having to stand directly in front of it.
Additional InfoNPC basics in RtCW