Garry's Mod

Garry's Mod

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[E2] Navcore
   
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build, Realism
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28 jan, 2021 @ 18:55
26 jun, 2022 @ 19:54
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[E2] Navcore

Beskrivning
This is the old version of navcore

Here is the improved version
https://steamcommunity.com/sharedfiles/filedetails/?id=2826478433


An extension for E2 that adds pathfinding using navmesh.

Commands:
navarea_arealimit
Restricts how many navareas a path searches.
navarea_pathdelay
Restricts how often a pathgen function can be ran.

New Types:
xna
Stores a navarea

Current Functions:
navPathCanGen()
Returns if it's possible for you to use navBasicPathGen
navBasicPathGen(vv)
Takes two vectors to generate a path, the returned value is an array containing all the vectors of the path
navReturnCenter(xna)
Returns a vector for the center of a navarea
navFindNearestArea(v)
Returns the closest navarea to a vector
navReturnClosestPointOnNav(xnav)
Returns closest point on navarea to a vector
17 kommentarer
iNVERTED  [skapare] 26 jun, 2022 @ 12:50 
SkullWagen 26 jun, 2022 @ 12:11 
:eyes:
iNVERTED  [skapare] 26 jun, 2022 @ 11:32 
Currently remaking this from scratch, with many improvements to functionality
dohju121 14 apr, 2022 @ 16:20 
actually i never seen any wiremod creature being made with this?
SkullWagen 3 nov, 2021 @ 13:13 
Another error;
entities/gmod_wire_expression2/core/custom/navcore.lua:101: Tried to use a NULL CNavArea!
SkullWagen 2 nov, 2021 @ 18:17 
Geting an error, navFindNearestArea( v ) isnt parsing tables correctly
entities/gmod_wire_expression2/core/custom/navcore.lua:158: bad argument #1 to 'GetNearestNavArea' (Vector expected, got table)
SkullWagen 1 nov, 2021 @ 22:31 
Yeah, i really wish this was on GitHub or something
Seah 20 aug, 2021 @ 21:46 
Does it have any documentation or something ?
There is many function and no way to know what do they do
foreskin cottage cheese 22 jun, 2021 @ 0:09 
It would be great if there would be server Cvars that would limit the amount of vector the function calculates and how many times a second it could be used as well (to avoid server lag from cpu time alone)
SkullWagen 8 jun, 2021 @ 12:13 
Any plans to add ways to block nav areas from a navBasicPathGen()

Could Reverse engineer the rangerFilter() system to input an array of blocked nav areas before a path is generated

Might not be worth adding lol, idk tho, this extension is very promising