Source SDK

Source SDK

Bazooks Feb 19, 2017 @ 2:07am
How do you unblock navs?
When I tried to generate navs, all navs that are behind a door has a blue square and it says BLOCKED. When I tried to test it with bots, They can't go to the other area that is blocked by the door, even when it is open.

I do not want these navs to be BLOCKED, even if the bots will act stupid.
So, how do you unblock navs?
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Showing 1-5 of 5 comments
Please Feb 19, 2017 @ 3:34am 
Never seen it before, might be there because they actually just cannot pass it for some reason. You can, split the nav up using nav_edit 1, nav_split. Then use Nav_mark, to mark the blocked nav, and delete it with nav_delete. Then you can make a nev one in its place, by marking the one nav behind it, then you go to the other end and look at the other nav and type Nav_splice. This should generate a new nav square inbetween the two where the blocked used to be.

https://developer.valvesoftware.com/wiki/Navigation_Meshes#Splice

Resuming, delete the blocked nav, make a new nav square in its place. If they still cant pass, a model or brush is probably sticking out blocking the way.
Last edited by Please; Feb 19, 2017 @ 3:35am
phillippi2 Feb 19, 2017 @ 6:31am 
What game is this for? Are the doors setup to be used by both the player and A.I.? Do you need to press a button to get the door to open, or does it open automatically when you get near?
Bazooks Feb 20, 2017 @ 12:11am 
Originally posted by phillippi2:
What game is this for? Are the doors setup to be used by both the player and A.I.? Do you need to press a button to get the door to open, or does it open automatically when you get near?
It's for Team Fortress 2.
The doors are used only for AIs.
I used a trigger_multiple to open it.
Rectus Feb 20, 2017 @ 11:27pm 
What entities are you using for the door itself? I'm not sure if it's in TF2, but func_door should have spawnflags for toggling if you want the nav blocked when it's closed.
Bazooks Feb 21, 2017 @ 5:43am 
Originally posted by Rectus:
What entities are you using for the door itself? I'm not sure if it's in TF2, but func_door should have spawnflags for toggling if you want the nav blocked when it's closed.
Oh. That worked. Thanks.
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Date Posted: Feb 19, 2017 @ 2:07am
Posts: 5