Garry's Mod

Garry's Mod

Nav Hunt (Mini-Gamemode)
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