Garry's Mod

Garry's Mod

Counter Strike Source: Navmeshed and nodegraphed
214 Comments
CoralCinder 11 Jul @ 3:21pm 
thank you. especially useful for the gamemode map sweepers
Slab Bulkhead 6 Jun @ 5:55am 
alr thanks man ,no need to do it if you not feelin it
Solar  [author] 5 Jun @ 1:23am 
ill look into it, lately ive been feeling burnt out but im making progress very slowly
Slab Bulkhead 4 Jun @ 11:53pm 
hey man, since youve done such a great job nodegraphing the css maps, would it be a big ask for you to give the same treatment to the goldeneye source maps too?
Fimpen 4 Jun @ 12:23pm 
This is awesome! Thanks for you work. I'm eagerly awaiting the jump links update :buzzed::mordheimfist:
Freya 27 May @ 2:38am 
Reminder that acting cringe on purpose is still being cringe.
ProGaming122 25 May @ 12:59pm 
you are a bunch of dumbs when i said "don't work"
cobra_1995_ 25 May @ 9:26am 
where can i find this after downloading? it can't find it in the CS map folder
Heinz_Comandr 25 May @ 12:59am 
Can you make cs_jungle has Ai nodes and Nav mesh?
CroppedBasher007 21 May @ 2:35pm 
remember me?
ProGaming122 17 May @ 11:02am 
alr yeah
Solar  [author] 17 May @ 9:15am 
no
ProGaming122 17 May @ 5:30am 
remember me
Solar  [author] 11 May @ 6:44pm 
in the current version yes, the ladders work
Ajiliffe 11 May @ 3:28pm 
Are ladders on some maps also included too?
Solar  [author] 30 Mar @ 8:14am 
global map spawners spawn npcs that are on a random node in the whole map. in the new update those areas will be connected with the main nodegraph via jump links
Parzival 30 Mar @ 7:54am 
Nodegraphs work well. but the thing that i hate is when i use some global noc spawner mod, it sometimes spawn npcs out of the map like somewhere that is out of bounds. Pwetty Pwease Fix This Issue:physgun::captainclown:
ProGaming122 22 Mar @ 1:41pm 
me your taking about freya?
Freya 22 Mar @ 1:22pm 
With a name and grammar like that I'm going to assume that you are in 7th grade. So I'm just going to say that I'm not willing to teach you the manners your parents failed to do.

Be brave and ask your parents for attention if you feel that empty and lonely online.
ProGaming122 22 Mar @ 12:19pm 
@Freya you dumb?
Freya 5 Mar @ 2:13pm 
Yeah, at least the grunts soldiers in HL1 were extremely dangerous because of how much damage they dealt and all the tactics they had like flanking, surrounding the player or throwing grenades if you have been under cover for way too long. And also grenades don't bounce back at them like it does with combines in HL2, but that's just a physics problem lol
Solar  [author] 5 Mar @ 1:53pm 
what i hate most about games is that they make the player VERY powerful and the npcs weak which is unfair and gets boring really fast
Solar  [author] 5 Mar @ 1:19pm 
well i wouldnt say they are stupid, they do take cover when reloading or take turns when theres more than 1 soldier involved in combat, and flank if theres a shotgunner. they do feel stupid because their vanilla gun damage is weak accompanied with the player just running right at them with no sense of danger and fear of death. example, the smg damage of npcs is 2, urs is 4. their real potential is not showing because the lack of danger. if you change that... say them having 200 health because the average weight of a soldier being 100kg and for a example their pulse rifle bullet dealing 22 damage, u will see how much their ai shines when the player is actively using cover like a normal person would. me personally, i use a custom skill.cfg with all of these nice changes with 10x head damage multipliers.
Freya 5 Mar @ 1:01pm 
I mean, combine soldiers are known for being incredibly stupid even in base Half-Life despite the fact that it was made by a multibillion dollar company. So I don't blame you for not being able to make them not shlt themselves if you move too fast.
Solar  [author] 5 Mar @ 11:11am 
from my testing and observation, npcs that use the nodergraph have a tendency to stop running or walking dead in their tracks if the player moves very fast. so yes, the nodegraph works its just you are moving way too fast resulting in making the npcs confused. i could be wrong but this is more common in combine soldiers.
Solar  [author] 5 Mar @ 11:07am 
the current nodegraph is basic at the moment, so that means; no jumping, no climbing and no air nodes. the update is in the works as i said. quality takes time and testing
ProGaming122 5 Mar @ 10:53am 
idk
Solar  [author] 5 Mar @ 9:01am 
how?
ProGaming122 5 Mar @ 8:50am 
i ment the nodes dont work
Solar  [author] 5 Mar @ 8:48am 
so rude...
Freya 5 Mar @ 2:35am 
Are you telling the author that he shouldn't go to work?
ProGaming122 5 Mar @ 2:31am 
don't work
shamorystreet10 17 Feb @ 11:58am 
nodes 🤑
Solar  [author] 24 Dec, 2024 @ 1:03pm 
its in the works, its gonna be a big update
Freya 24 Dec, 2024 @ 12:07pm 
I see nothing on the change notes tho!
Solar  [author] 24 Dec, 2024 @ 8:08am 
a update is coming soon for this addon, stay tuned
ChirpingCrickets 20 Dec, 2024 @ 5:38pm 
this is a very good mod, since counter-strike typically doesen't have npcs with the execption of hostages and bots there aren't any nodes though, it messes with my bonemerge for some reason and makes it green sqaures.
VoidLeak 24 Oct, 2024 @ 12:56pm 
Awesome for keeping this updated!
Solar  [author] 24 Oct, 2024 @ 7:29am 
if your wondering why there is alot of crouch jumping patches in the nav its because i took notes of the actual navs from css, (checked them ingame myself) but like i said most of the nextbots that use the navmesh on the workshop dont have alot of depth in their ai navigation. take the tf2 bots for an example thats on the workshop, they jump run and strafe. and thats pretty much it. they dont crouch walk, they cant use ladders and since they cant crouch they cant crouch jump. so tour basically left with them dry humping throughout the whole map and the occasional anti stuck teleport.
Solar  [author] 24 Oct, 2024 @ 7:23am 
@Vanilla CSS bots, those are the closest to the original as you can get i believe
Solar  [author] 24 Oct, 2024 @ 7:22am 
@sideWind3r66 yes it is possible, i use easy navmesh editor and nodegraph editor. after finishing editing the nav and nodes save them then put them in uour maps folder. should work
Freya 24 Oct, 2024 @ 1:48am 
What bots would you guys recommend to play with these CSS maps?
SwndredPlayer 16 Oct, 2024 @ 10:26pm 
Is it possible to make nav and nodes for insurgency modern infantry combat?

Nav doesn't work on some maps and the Nodes reset if I unmount the game
VoidLeak 12 Oct, 2024 @ 10:21am 
@Solar Awesome! Glad it's fixed!!!
Solar  [author] 12 Oct, 2024 @ 10:15am 
yeyeye i completely forgot to update it, my bad
VoidLeak 12 Oct, 2024 @ 9:36am 
A filesize of 244.359 MB is kinda large for some navmeshed and ai nodes. You should remove the .bsp's and update it. It will save people a TON of space.
VoidLeak 12 Oct, 2024 @ 9:35am 
Was this ever fixed? A filesize of 244.359 MB is kinda large for some navmeshed and ai nodes.
null_local 30 Aug, 2024 @ 12:20pm 
alright :steamthumbsup:
Solar  [author] 30 Aug, 2024 @ 1:48am 
k, ill remove the bsp files
null_local 27 Aug, 2024 @ 2:05pm 
lmfao, thats not true in the way you think it is

"mounting" CS:S to gmod basically just allows gmod to read (some of) CS:S's files like it were its own, this also just so happens to include CS:S's bsp files.

this addon's nav files can be seen and used by CS:S's bsp files, so long as they have the same file name and gmod can read them