Garry's Mod

Garry's Mod

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Nav Hunt (Mini-Gamemode)
   
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Content Type: Addon
Addon Type: Gamemode
Addon Tags: Fun, Roleplay, Scenic
File Size
Posted
Updated
54.302 KB
31 Oct, 2024 @ 10:38pm
2 Nov, 2024 @ 9:42pm
5 Change Notes ( view )

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Nav Hunt (Mini-Gamemode)

In 1 collection by w.black57
WeMods
18 items
Description
Introduction
Ready your parkour mods and subscribe to your favorite traversing workshop tools, we'll be hunting nav meshes in maps! You will be hunting so much, You'll never get e-Nav of it (haha...ha..)

What is this?
A mini-gamemode (Not a Gamemode that you chose in the menu) that runs in sandbox or possibly even other gamemodes. When you start the game, the goal is simple... Explore and Mark all the nav meshes in the map!

Features
- Works in any map as long as there are nav meshes (You can nav_generate if the map doesn't have)
- Gain abilities as you progress in exploring.
- Bigger map, more nav meshes, longer minigame
- Enable survival mode which will end the minigame if you die.
- Disable noclip during game
- Prove to your friends that you have memorized the map when you finish the minigame.

How to Start/Play
- Load up a workshop map, or just gm_construct if you wanna try it first.
- Type wblexplore_enable 1, or check the box in Spawnmenu -> Options -> Nav Hunt Options -> Start Nav Hunt Minigame
- Open Spawnmenu -> Options -> Nav Hunt Options. This will set your +menu_context mini window for your abilities
- Remember if its too hard, just get workshop mods like parkour, wall climb, jetpack etc. to help you out!

Suggested Gameplay
Gmod Map exploration
- Choose a workshop map you want to explore and start the minigame
- Just start exploring the map while you get incentivize for going around!
- You'll 'Nav-er' get bored of just walking around! (okay ill stop... its cringey.. )

Nextbot Chase
- Choose any workshop map.
- Enable survival mode, start the minigame.
- Spawn your favorite nextbot that will hunt you down.
- Find all the navmeshes before he gets you.

Donations are Appreciated! ^_^

Check out my other mods!

Message
I mainly use this for exploring maps in gmod, and wanted to feel rewarded for exploring. The gamemode Jazztronauts was a very good example of achieving this, but I wanted to explore without ruining the map. So I made this! Please Like if you.. well like the mod XD

Issues
- Sometimes Area Scan Ability won't work when you're in the grass of gm_construct
- Idk if there is an issue in multiplayers, i haven't tested it. Play with your friends at your own risk

8 Comments
pacmastermeow 26 May @ 12:40pm 
personal ruleset:
* start in a labyrinthine map like backrooms
* set survival mode on
* give yourself as many sweps as you want (you'll certainly need them)
* spawn a near/actually unkillable chaser npc/entity like sanic or slimer
* every time you level up, spawn in a new threat of the same nature (if you run out of unique chasers, just start spawning normal op npcs)
* you can summon any non-admin entity, but you can only do it if you create a wave with raidsmod and then kill one half-life 2 npc or level up
* win if you get all the navs, lose if you die, tie if you get stuck in the level geometry and the killers can't get to you
Commandhat 3 May @ 8:37pm 
This addon appears to have a bug trying to reach certain navs. In gm_construct, once I reach somewhere around 89.5% collection, both Teleport as well as both Nav Finding powerups will lead me to a nav zone that, no matter what I do, I cannot collect.
StrawWagen 27 Mar @ 5:19pm 
$$BALOON$$ 8 Dec, 2024 @ 10:44am 
nice
Jack5 2 Dec, 2024 @ 10:08pm 
What you'd ideally want to do is only radius check if absolutely necessary. Hopefully you have an array of nav mesh indices that you're storing to track what's been collected. What you really need is the opposite of that. With a array of untouched nav meshes, you'd only need to check their proximity to players, and you might be able to do it in a threaded way so that the game doesn't try to check all of them at once, but rather in a round robin style. Also, teleporting should automatically collect the targeted nav mesh no matter what.

On a side note, a feature I'd suggest is to allow players to use abilities independently of each-other. It's a bit annoying to have to wait for someone else to stop using path scanning or teleporting so that you're finally able to. It works with friends, but not with anybody that would want to sabotage you.
w.black57  [author] 2 Dec, 2024 @ 6:53am 
Hi @jack5

As far as optimization goes, ive actually tried checking navs near players. My idea of checking was kinda crude that it would go through all nav and check how far they are at the player. And if it is a certain distance, it would "collect" it. However going through all the navs is very CPU heavy in HUGE maps.

TLDR: checking navs by radius is CPU heavy in large maps (im open to ideas though on how to implement radius detection XD)
Jack5 2 Dec, 2024 @ 2:43am 
This mod is a ton of fun, however I have noticed an issue where certain nav meshes that are close to low-down, small-collision props cannot be collected. Perhaps this could be fixed by adding a perk towards the very end of the collection process so that you can collect a nav by being in a certain radius of it, rather than needing to be on top of it?
NextKurome76TheSoldier 1 Nov, 2024 @ 7:45am 
we bout to make history with this one