Garry's Mod

Garry's Mod

NPC Navmesh Navigation
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Update: 28 May, 2023 @ 4:38am

Bug Fixes

* Fixed an error caused by the last update.

* Fixed another error to do with no existant-functions, Also known as: Code--

Update: 26 May, 2023 @ 1:31am

Bug Fixes

* Fixed script error when the game tries to run code that does not exist when checking if an NPC needs to reload.

* Fixed another potential error to do with running code on things that are not NPCs.

Update: 27 Jan, 2023 @ 2:46am

Obstacles Update Part 2 of 2


Added

* Added different sections to the spawnmenu, ( All settings are still there if you prefer the original layout )

* NPCs can now use attributes on the navmesh to override their behaviour.

* You can set NPCs default movement to run or walk.

Changed

* Spawnmenu has multiple sub categorys.

Bug Fixes

* Fixed script error with null NPCs, Because Garry's Mod AI likes to not delete itself in tables when it should.

* Fixed some other small errors.

Update: 7 Jan, 2023 @ 9:08am

Obstacles Update Part 1 of 2

Added

* NPCs can open prop_door_rotating now when they get stuck.

* NPCs can open func_door and func_door_rotating entitys if they get stuck.

* Fixed / Updated the reset button to affect the menu settings from the recent updates.

Changed

* ( z_npc_nav_cut_on_nodes ) console command now is fully functional.

Bug Fixes

* Fixed conflict with some weapon mods that command NPCs to stop when reloading.


Next Update

Next part of the update will include better door interaction and nav mesh attributes support.

Update: 1 Jan, 2023 @ 9:46am

Added

* Added ( Waypoints Center ) as another form of waypoint placement.

* Added ( z_npc_nav_cut_on_nodes ) console command. ( Experimental ) It will make NPCs move to the next waypoint if they are on the same node as it.

* Added the ability to set the maximum amount of loops the pathfinder may do.

* The debug tool can now enable or disable certain debug displays.

Bug Fixes

* Fixed Antlion Guards not being able to die correctly when navigating. ( This may account for other NPCs too )

Changed

* Tweaked the navigator's pathfinder costs of navmesh nodes, ( Meaning NPCs will prefer to use larger nodes, Which also means the pathfinder reach the goal with less nodes boosting performance. )

Update: 27 Dec, 2022 @ 8:48am

*Ignore*

Update: 27 Dec, 2022 @ 8:44am

This update was going to be the NPC jump improvements update.
But due to complexities this will be further in the future.

Bug Fixes

Fixed script error that displays when ( somehow ) the navigators NPC list has a non-existent NPC.

Added

* Added ( z_npc_nav_use_node_centers ) console command to make NPCs use the center of navmesh nodes as waypoints.

Update: 26 Dec, 2022 @ 3:46am

Added

A reset button to reset all the console commands in the spawnmenu.

Changed

All console commands now save instead of only some.

Update: 25 Dec, 2022 @ 6:38am

*Ignore*

Update: 25 Dec, 2022 @ 6:34am

HotFix

* Fixed stuck delay being 0.00 because i used GetInt() instead of GetFloat() when loading the command file.