Garry's Mod

Garry's Mod

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[E2] Navcore
   
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素材类型: 插件
插件类型: 工具
插件标签: 建筑, 写实
文件大小
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更新日期
6.480 KB
2021 年 1 月 28 日 下午 6:55
2022 年 6 月 26 日 下午 7:54
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[E2] Navcore

描述
This is the old version of navcore

Here is the improved version
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2826478433


An extension for E2 that adds pathfinding using navmesh.

Commands:
navarea_arealimit
Restricts how many navareas a path searches.
navarea_pathdelay
Restricts how often a pathgen function can be ran.

New Types:
xna
Stores a navarea

Current Functions:
navPathCanGen()
Returns if it's possible for you to use navBasicPathGen
navBasicPathGen(vv)
Takes two vectors to generate a path, the returned value is an array containing all the vectors of the path
navReturnCenter(xna)
Returns a vector for the center of a navarea
navFindNearestArea(v)
Returns the closest navarea to a vector
navReturnClosestPointOnNav(xnav)
Returns closest point on navarea to a vector
17 条留言
iNVERTED  [作者] 2022 年 6 月 26 日 下午 12:50 
SkullWagen 2022 年 6 月 26 日 下午 12:11 
:eyes:
iNVERTED  [作者] 2022 年 6 月 26 日 上午 11:32 
Currently remaking this from scratch, with many improvements to functionality
dohju121 2022 年 4 月 14 日 下午 4:20 
actually i never seen any wiremod creature being made with this?
SkullWagen 2021 年 11 月 3 日 下午 1:13 
Another error;
entities/gmod_wire_expression2/core/custom/navcore.lua:101: Tried to use a NULL CNavArea!
SkullWagen 2021 年 11 月 2 日 下午 6:17 
Geting an error, navFindNearestArea( v ) isnt parsing tables correctly
entities/gmod_wire_expression2/core/custom/navcore.lua:158: bad argument #1 to 'GetNearestNavArea' (Vector expected, got table)
SkullWagen 2021 年 11 月 1 日 下午 10:31 
Yeah, i really wish this was on GitHub or something
Seah 2021 年 8 月 20 日 下午 9:46 
Does it have any documentation or something ?
There is many function and no way to know what do they do
foreskin cottage cheese 2021 年 6 月 22 日 上午 12:09 
It would be great if there would be server Cvars that would limit the amount of vector the function calculates and how many times a second it could be used as well (to avoid server lag from cpu time alone)
SkullWagen 2021 年 6 月 8 日 下午 12:13 
Any plans to add ways to block nav areas from a navBasicPathGen()

Could Reverse engineer the rangerFilter() system to input an array of blocked nav areas before a path is generated

Might not be worth adding lol, idk tho, this extension is very promising