[L4D] Create Brush Entity
Hello Everyone. I'll tried create brush entity func_nav_blocker
Code:
#include <sdktools_functions> I checked this in local server (ent_fire func_nav_blocker BlockNav) - doesn't effect Where is mistake ? Maybe this help |
Re: [L4D] Create Brush Entity
Afaik, to change navigation it require you edit nav files using developer mode. See samples in cfg/nav_mode.cfg
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Re: [L4D] Create Brush Entity
Navigation Mesh edition doesn't connected with Entity func_nav_blocker. Cfg file nav_mode.cfg execute only binds commands for client
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Re: [L4D] Create Brush Entity
Since I was looking for an answer too and I found one (think I took example from https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/), I thought I post it here.
You can create a vector and then attach it to a func_nav_blocker. I found it easier to create all func_nav_blocker in stripper and only remove the ones I want by an extra script. This example is for dead air 1 map vs (custom nav_mesh needed to use the right window to go down) But you will see how the bots will stop at the block windows to the roof, that will show you that the nav is cut, just noclip to roof, they wont follow. PHP Code:
PHP Code:
Works best on windows and door, because it is easier to set up. Stand in middle of window or door, then get pos by console "cl_showpos 1". try to set vector acordingly must start bottom front left and top back right corner. just add additional space -100 +100 and depth -20 +20 This will be always "on" as made above. you could use a trigger to turn it off. I use a sepereate script that depends on the tank flow. if tank flow is <66 it will kill the entity and =>66 the other. ( I allowed rotoblin to use lower and higher flows, to 66 seemed ok) With this kind of approach you can accomplish dynamic path based on tank flow. If you make a custom nav_mesh with 2 ways, you could cut the nav on one side and open on other side, by killing one func_nav_block entitiy. then simply kill the entities you used as prop_dynamic to block the way as well. Then the bots will only go the open way and ignore the other. Since I bound the removal to tankflow which is equal in rotoblin versus, the block will be always same for both teams. Great. |
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