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
File Size
Posted
Updated
6.480 KB
28 Jan, 2021 @ 6:55pm
26 Jun, 2022 @ 7:54pm
9 Change Notes ( view )

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[E2] Navcore

Description
This is the old version of navcore

Here is the improved version
https://steamhost.cn/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 Comments
iNVERTED  [author] 26 Jun, 2022 @ 12:50pm 
StrawWagen 26 Jun, 2022 @ 12:11pm 
:eyes:
iNVERTED  [author] 26 Jun, 2022 @ 11:32am 
Currently remaking this from scratch, with many improvements to functionality
dohju121 14 Apr, 2022 @ 4:20pm 
actually i never seen any wiremod creature being made with this?
StrawWagen 3 Nov, 2021 @ 1:13pm 
Another error;
entities/gmod_wire_expression2/core/custom/navcore.lua:101: Tried to use a NULL CNavArea!
StrawWagen 2 Nov, 2021 @ 6:17pm 
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)
StrawWagen 1 Nov, 2021 @ 10:31pm 
Yeah, i really wish this was on GitHub or something
Seah 20 Aug, 2021 @ 9:46pm 
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 @ 12:09am 
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)
StrawWagen 8 Jun, 2021 @ 12:13pm 
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