Talk:Nav Mesh: Difference between revisions

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(Is someone gonna make a page for TF2 nav meshes?)
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Someone make a page for TF2 nav meshes. [[User:Amicdict|Amicdict]] ([[User talk:Amicdict|talk]]) 13:31, 2 July 2021 (PDT)
Someone make a page for TF2 nav meshes. [[User:Amicdict|Amicdict]] ([[User talk:Amicdict|talk]]) 13:31, 2 July 2021 (PDT)
<hr>
: Sounds good, but before I add it to my ''sorts large'' to-do list, I gotta figure out a suitable page to put a link of the {{tf2}} page after its done.
: Also, if you don't mind, can you see if<code>DONT_HIDE</code>and<code>PRECISE</code>serves any purpose for TFBots? [[User:Orinuse|Orin]] ([[User talk:Orinuse|talk]]) 13:54, 2 July 2021 (PDT)

Revision as of 13:54, 2 July 2021

ZBOT WITH ALL NAV COMMANDS?

It would be great if someone could write here a Link to DOWNLOAD de ZBOT with FULL commands for Nav Editing. The one I have, doesn't have all the commands, and for example the one of nav_corner is not available and I really need it to add some interesting jumps.




Mike, I notice there are alot of commands, I'm assuming you have special binds? If you do, can you share them? -- ^Ben

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This is a good source: http://www.turtlerockstudios.com/forums/csbot/viewtopic.php?t=725 -- Mark WiseCarver

This is starting to get a little big, how about making it a category with sub-articles? --TomEdwards 15:05, 30 Jun 2005 (PDT)

Agreed. How do I do that? -Mike

Go to category:Whatever and hit edit to add a description. Then add [[Category:Whatever]] to every article you split this page into and they will be added to it automagically. --TomEdwards 23:47, 30 Jun 2005 (PDT)

I would prefer to have it on one page. This is a task you would do all at once, so it's nice to have it all together. One window for this and the other for the game, since there's so much to remember, I think it's easier to have in one window. Perhaps we can reorganize is some so it is more intuitive, and also make it more concise. --Mungo

I take some of that back. I think the console commands section and the place names section could be their own articles, but I still would like the instructional part to stay together here. It doesn't really need its own category though, for just a couple of articles. -Mungo

I separated out the console commands into their own article so this page isn't so long. Hope no one minds. -mungo

Adding place names to your map

I've seen a lot mentioned about how to add place names using the in game navigation tool, but no mention on how to create a list of place names that you are able to use. Can this be done through Hammer? Thanks. --Evshell18 02:05, 24 Sep 2005 (PDT)

Nevermind, I didn't realize that you couldn't put your own custom place names in, and that you just have to call nav_place_use to see what names are available. --Evshell18 02:11, 26 Sep 2005 (PDT)

Left 4 Dead Meshes

I feel tempted to create a page relating to how Left 4 Dead meshes work in relation to marking; for instance marking an area "obscure" increases the amount of infected in that area, as well as spawning infected there rather crudely. On the flip side marking an area "empty" results in no infected spawning there. Would it be appropriate to add this information to this article (as there really isn't THAT much info, and the rest doesn't differ from the CSS mesh much) or create a new one? ~ Alfonzo 15 March 2009

Writing/Modifying AI to use Nav mesh

Has anyone ever done this? The nav mesh stuff is included in the sdk, and is the default system in an sdk template mod, but the default bots are only designed to run and pic random directions. Has anyone written / found ai navigation code for this method? --Welsh Mullet 22:11, 17 March 2011 (UTC)

Don't the CSS bots use the navigation mesh? Thelonesoldier 22:43, 17 March 2011 (UTC)
Yep, but the CSS bot code is closed source and basically the only thing not included in the SDK. As far as i know. I was wondering if someone had written plug-in bots for CSS or L4D as these both use meshs --Welsh Mullet 13:58, 18 March 2011 (UTC)

Team Fortress 2 Nav meshes

There's no TF2-specific information here regarding to nav meshes. I'll share what I know:

  • Use tf_show_mesh_decoration to show nav attributes. tf_show_mesh_decoration_manual will show manually placed nav attributes.
  • NAV_AVOID and NAV_STOP only work in the Counter-Strike series; they're never used in TF2.
  • Use tf_mark to add TF2 specific attributes.
  • I don't know how to mark an attribute with RED_ONE_WAY_DOOR or BLUE_ONE_WAY_DOOR. I tried using tf_mark but it didn't apply. I guess it's automatically generated by the game.
  • You can make bots airstrafe to a spot by adding a nav mesh to the edge of the corner.

Attribute Information

  • BLOCKED_UNTIL_POINT_CAPTURE blocks the point until the specified point is captured.
  • BLOCKED_AFTER_POINT_CAPTURE blocks the point after the specified point is captured.
  • FIRST_POINT to FIFTH_POINT specifies the point for the former two attributes.
Note.pngNote:On payload maps the payload is considered to be the first point.
  • SNIPER_SPOT and SENTRY_SPOT don't do anything as they only work in the scrapped raid gamemode. (Confirmed through looking in the Jungle Inferno leak and through observation in gameplay.)

(The following 2 attributes are meant to be used with doors.)

  • DOOR_ALWAYS_BLOCKS makes the nav area blocked when the door closes.
  • DOOR_NEVER_BLOCKS prevents the nav area from being blocked.
  • UNBLOCKABLE prevents the nav area from being blocked.

Someone make a page for TF2 nav meshes. Amicdict (talk) 13:31, 2 July 2021 (PDT)


Sounds good, but before I add it to my sorts large to-do list, I gotta figure out a suitable page to put a link of the Team Fortress 2 page after its done.
Also, if you don't mind, can you see ifDONT_HIDEandPRECISEserves any purpose for TFBots? Orin (talk) 13:54, 2 July 2021 (PDT)