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I edited the original post with the updated nav
Map script still doesnt have working objectives
But the mesh allows the bots to use more of the map
This is the original pastebin, In case the updated version is completely broken
https://pastebin.com/APYy7XHt
How did you make those meshes anyway?
But to make it, read this
https://developer.valvesoftware.com/wiki/Navigation_Meshes
All of that should work in doi.
One thing I remember that doesnt work is that the game doesnt automaticly make spawnpoints walkable which is required to use nav_generate. But to get around that use the command nav_mark_walkable to mark tha spot your looking at as walkable.
Also a very very useful command is nav_corner_place_on_ground. The bots dont care if you use it but it makes it a whole lot easier to see where the mesh squares are when on inclines.
What I did at first was letting the game generate a mesh then go around fixing its rather poor job.
Is much better that completly making the mesh from scratch. And when you want to test the mesh use the command nav_analyze that will add important stuff that is very anoying to place by hand.
Also If you dont know how to bind keys put in the console "bind x "Command""
x can be any button on the keyboard and generaly put the command in quotes. Quotes are really only need for a command like "bot_quota 11" where there is a value after the command.
If you dont know what the console is well now where in super noob territory, look that up on the internet.
Sorry if this was poorly writen, Im really slow at writing things and I was in a rush.
This should be enough to get started at least. Or to tell wether you want to bother with making meshes.