Garry's Mod

Garry's Mod

NPC Navmesh Navigation
327 Comments
The wizard 10 Jul @ 3:36pm 
Rude
♬♫~Joe Blaze~♫♬ 10 Jul @ 2:36pm 
This mod desperately needs compatibility with VJ base, It truly does... Please update it for support on that.
Franky 10 Jul @ 9:50am 
wizard, go kys, ITS FR IN THE FUCKING BIO, LEARN HOW TO READ IDIOT
The wizard 10 Jul @ 5:18am 
works with vj npcs?
giorgibob152 8 Jul @ 1:53pm 
will they be able to use both?
The Celestial 27 May @ 6:38pm 
Its kinda laggy
Autumnis 26 May @ 4:30am 
i hope someone picks this mod up eventually
LIPTON 11 May @ 7:45am 
bots are jumping all the time how to fix it? I changed the settings and nothing works
AUG王润涛 1 May @ 2:53am 
It will making the computer very stuck when NPC go to a place that they can't
Ateş Bozkurt 28 Apr @ 1:40pm 
this mod is like "NPCs if they had navigation like players"
bad335028 19 Apr @ 4:13pm 
I thought vj base npc used their own ai and path finding?
jawn. 16 Mar @ 7:12am 
still waiting for vjbase support
Hiafella 27 Feb @ 6:09am 
z_npc_nav_allow_forward_jumps 0
Nikku 25 Feb @ 3:00am 
can you make this mod again, but without jumping? its so annnoying
Atlas 6 Feb @ 11:01am 
why cant the hunter chooper move
Goderack 31 Jan @ 4:38am 
Incredibly memory-heavy. It makes the whole game lag if you ever find yourself on any position that the AI cannot reach you (usually in areas where there is no navmesh in an otherwise navmesh-filled map). I assume it's because it desperately tries to find a route to your location in vain, but it won't stop until you either get yourself to a position that it can reach, kill the NPC(s) or disable the AI.
Pickle Peterson 22 Jan @ 1:01am 
my experience with this mod had lots of lag on my friends server, personally in a singleplayer save I never experienced any lag, but it appears to be very laggy in multiplayer
GOOSE3413 22 Jan @ 1:01am 
this makes the game lag
Eraclide 10 Dec, 2024 @ 5:47pm 
for some reason when i use the tool to make npcs pathfind they are fine, but when i make them follow me they go braindead
CattoGaming 24 Nov, 2024 @ 3:54pm 
I second the Extended AI Navigation question. Are they both compatible?
Man 15 Nov, 2024 @ 10:34am 
npcs lag the game when i go on a platform that they cant reach. is there any way to fix it?
Icery 8 Oct, 2024 @ 7:25am 
Node making for maps is in the past now. This is truly amazing and revolutionary. So many maps without a nodegraph now playable. Thank you.

Also for people complaining about the "bugs" it's not a fault of this add-on. Garbage navmesh will always be garbage and auto generated one needs fixes!!!
With just a few touches results are very promising.
GlassPrisms 2 Oct, 2024 @ 6:29am 
Since the jumping is a common problem already, I might as well give out a warning.

The lighthouse map in the HL2 campaign, when the first dropship lands, combines won't even come out unless this mod is disabled or deleted. Keep that in mind folks.
Mr. Enderman 22 6 Sep, 2024 @ 5:08pm 
how can i tell if its working?
Autumnis 5 Sep, 2024 @ 9:42am 
Is it possible to make npcs prefer to use a regular nodegraph, and only use the navmesh when nothing else is available?
Baby Wizard 26 Aug, 2024 @ 6:49pm 
Truly amazing!
Sgoti68 16 Aug, 2024 @ 9:37pm 
i really like this mod but its super buggy and the constant ai jumping even with it turned off is pretty annoying, it is nice for when you open a map with no ai nodes though
ATP 9 Jul, 2024 @ 9:17am 
as for the bug which the other user mentioned:
i think it's because of the code which handles intentions, i've modified this mod to use the movement method from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=313640441 (just tries to make them go towards their target using a simple calculation instead of navmesh if something goes wrong)

i tried to modify the npc ai within this mod but i realized it just isnt for that, and when playing around in the code that handles intentions, it only makes their schedule FORCED_GO_RUN if they have a target, maybe remove that check? and another bug is for melee attackers going really slow when within walkable distance but that might just be my changes, anyway, the fix for it is using IsCurrentSchedule, so as to not recall it too many times

tldr: check intentions code
1  [author] 9 Jul, 2024 @ 8:52am 
Yeah, Unfortunately its not being maintained much anymore, i would rather pass it onto someone else. but since like 39,000 people are using it. i will try to maintain it as best as possible.

i just can't really confirm or guarantee any fixes etc... like for example, i don't think that this bug is too much of a problem. but if i hear like groups of people mentioning it i will try and see if i can fix it in spare time.
otherwise i just add it to a bugs list for whenever.
ATP 9 Jul, 2024 @ 7:37am 
i thought this was not maintained anymore, funny seeing op's comment from an hour ago
1  [author] 9 Jul, 2024 @ 6:38am 
ah ok, so there is something going on internally inside the code. ill take a look through the code again and see if there is any possibilities for what might be breaking. This mod could use an update anyways.
RoyTheBoy 9 Jul, 2024 @ 12:42am 
no this is for all maps and i did nav edit before
1  [author] 7 Jul, 2024 @ 12:12am 
hmm, i did some testing here and it seems to work fine. that being said, it could be that the location you are testing the npcs has no navmesh nodes there. To check you can type sv_cheats 1 in console followed by nav_edit 1 and if you see loads of squares then there are navmesh nodes there and its a different problem that ill have to do some digging to find.
RoyTheBoy 6 Jul, 2024 @ 9:09pm 
https://youtu.be/ClUYK4MEIDs here is a video of what happens so you can more properly understand
RoyTheBoy 6 Jul, 2024 @ 5:26pm 
yeah i will go check
if its mods conflicting
but i dont really have many mods so idk
1  [author] 6 Jul, 2024 @ 6:16am 
hmm, thats a bit strange, i don't know if there could be a mod conflict going on there, or if a recent gmod update has changed something. but i will take a look at it later in spare time and see if there is anything going on.
RoyTheBoy 6 Jul, 2024 @ 1:57am 
every setting is on its default
RoyTheBoy 6 Jul, 2024 @ 1:57am 
i am using the default citizens
1  [author] 6 Jul, 2024 @ 1:50am 
if your using snpc they can't use this addon because they are custom scripted, meaning it would be almost impossible for me to add support to every snpc on the workshop. but the normal npcs should work fine. Perhaps there are some settings disabled in the spawnmenu there?
RoyTheBoy 5 Jul, 2024 @ 11:17pm 
even though i have an navmesh and this mod npcs wont move the only way i can make them move is with with debug stuff like the tool gun and console commands but they dont move on their own. help!
ShagsterMcBarkus 8 Jun, 2024 @ 3:41pm 
@〔 cout 〕 ➜ Brainless? That makes sense. Thanks for the response.
1  [author] 8 Jun, 2024 @ 8:07am 
Also, there is something like pathfinder limit cmd in the spawn menu that you can reduce the amount of checks before it gives up on the search.
1  [author] 8 Jun, 2024 @ 8:06am 
@ShagsterMcBarkus #FixTF2 ah! what is happening there is that there are navmesh nodes that aren't connected to the rest of the mesh. so when the pathfinder has to find a path to that location, because there are no valid paths to that location, it has to check the entire mesh to realise that.

unfortunately thats just how pathfinders work.
the best solution would be if you were to use nav_edit 1 in console and edit the mesh so there are no unreachable areas / chunks.
ShagsterMcBarkus 7 Jun, 2024 @ 4:44pm 
Everytime I step out of an area in a map without a navmesh the game suddenly starts to freeze up and the framefrate drops to 1FPS and eventually crashes entirely. If I quickly step back into an area that has a navmesh generated, the game suddenly returns to normal and the framerate goes back up completely. Is this normal or a possible bug perhaps?
bUh8 2 Jun, 2024 @ 8:56am 
hl2 maps dont have navmesh..?
MORN1NG_ST4R 25 May, 2024 @ 8:37pm 
This breaks half-life 2 maps btw
Probably to do with scripted movements, so I'd check how it works with those :3
Solar 20 May, 2024 @ 7:48am 
friendly npcs will start to follow but then suddenly they will run to a random spot then come back
Solar 20 May, 2024 @ 7:47am 
sometimes it breaks npc targeting, they just get alerted by the enemy and they run away instead of shooting even tho they have guns
jawn. 17 May, 2024 @ 7:11am 
waiting for vj base support
Panucci 13 May, 2024 @ 2:49am 
Addon which makes npcs avoid your crosshair makes npcs stuck in reload animation if they're not in certain range, mostly close to you :td_Skull: