Garry's Mod

Garry's Mod

NPC Navmesh Navigation
327 kommentarer
The wizard 10. juli kl. 15:36 
Rude
♬♫~Joe Blaze~♫♬ 10. juli kl. 14:36 
This mod desperately needs compatibility with VJ base, It truly does... Please update it for support on that.
Franky 10. juli kl. 9:50 
wizard, go kys, ITS FR IN THE FUCKING BIO, LEARN HOW TO READ IDIOT
The wizard 10. juli kl. 5:18 
works with vj npcs?
giorgibob152 8. juli kl. 13:53 
will they be able to use both?
The Celestial 27. maj kl. 18:38 
Its kinda laggy
Autumnis 26. maj kl. 4:30 
i hope someone picks this mod up eventually
LIPTON 11. maj kl. 7:45 
bots are jumping all the time how to fix it? I changed the settings and nothing works
AUG王润涛 1. maj kl. 2:53 
It will making the computer very stuck when NPC go to a place that they can't
Ateş Bozkurt 28. apr. kl. 13:40 
this mod is like "NPCs if they had navigation like players"
bad335028 19. apr. kl. 16:13 
I thought vj base npc used their own ai and path finding?
jawn. 16. mar. kl. 7:12 
still waiting for vjbase support
Hiafella 27. feb. kl. 6:09 
z_npc_nav_allow_forward_jumps 0
Nikku 25. feb. kl. 3:00 
can you make this mod again, but without jumping? its so annnoying
Atlas 6. feb. kl. 11:01 
why cant the hunter chooper move
Goderack 31. jan. kl. 4:38 
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. kl. 1:01 
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. kl. 1:01 
this makes the game lag
Eraclide 10. dec. 2024 kl. 17:47 
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 kl. 15:54 
I second the Extended AI Navigation question. Are they both compatible?
Man 15. nov. 2024 kl. 10:34 
npcs lag the game when i go on a platform that they cant reach. is there any way to fix it?
Icery 8. okt. 2024 kl. 7:25 
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. okt. 2024 kl. 6:29 
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 kl. 17:08 
how can i tell if its working?
Autumnis 5. sep. 2024 kl. 9:42 
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 kl. 18:49 
Truly amazing!
Sgoti68 16. aug. 2024 kl. 21:37 
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. juli 2024 kl. 9:17 
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  [ophavsmand] 9. juli 2024 kl. 8:52 
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. juli 2024 kl. 7:37 
i thought this was not maintained anymore, funny seeing op's comment from an hour ago
1  [ophavsmand] 9. juli 2024 kl. 6:38 
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. juli 2024 kl. 0:42 
no this is for all maps and i did nav edit before
1  [ophavsmand] 7. juli 2024 kl. 0:12 
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. juli 2024 kl. 21:09 
https://youtu.be/ClUYK4MEIDs here is a video of what happens so you can more properly understand
RoyTheBoy 6. juli 2024 kl. 17:26 
yeah i will go check
if its mods conflicting
but i dont really have many mods so idk
1  [ophavsmand] 6. juli 2024 kl. 6:16 
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. juli 2024 kl. 1:57 
every setting is on its default
RoyTheBoy 6. juli 2024 kl. 1:57 
i am using the default citizens
1  [ophavsmand] 6. juli 2024 kl. 1:50 
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. juli 2024 kl. 23:17 
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!
FoxFurDan28 8. juni 2024 kl. 15:41 
@〔 cout 〕 ➜ Brainless? That makes sense. Thanks for the response.
1  [ophavsmand] 8. juni 2024 kl. 8:07 
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  [ophavsmand] 8. juni 2024 kl. 8:06 
@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.
FoxFurDan28 7. juni 2024 kl. 16:44 
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. juni 2024 kl. 8:56 
hl2 maps dont have navmesh..?
MORN1NG_ST4R 25. maj 2024 kl. 20:37 
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. maj 2024 kl. 7:48 
friendly npcs will start to follow but then suddenly they will run to a random spot then come back
Solar 20. maj 2024 kl. 7:47 
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. maj 2024 kl. 7:11 
waiting for vj base support
Panucci 13. maj 2024 kl. 2:49 
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: