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[Any] Nav Cycler


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Author
MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Plugin ID:
4049
Plugin Version:
1.0
Plugin Category:
Technical/Development
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
    20 
    Plugin Description:
    Cycles through all maps that don't have a .nav mesh, and generates one for each.
    Old 01-12-2014 , 13:26   [Any] Nav Cycler
    Reply With Quote #1

    This was requested quite a few months ago, but I never posted it, for some reason. Heh heh. Soooooo...

    Similarly but unlike Auto .nav files generator, this plugin, when asked, will cycle through all of your maps that do not have a .nav (bot navigation mesh) file, and will generate one for each. Simple as that!

    Type nav_generate_all into your server's console (or rcon...or type it in client console as a root admin) and you're set!

    IT HAS TWO CONVARS, sm_navcycler_shutdownonfinish AND sm_navcycler_kickplayers, WHICH WILL DO AS DESCRIBED BY DEFAULT!
    Please note this before running the plugin on a production server, and do not complain that you did not see that huge text.

    Generating a .nav takes a while, especially for multiple maps, so consider setting up a local server to generate .navs instead.

    As a precaution, if you run large/open maps, you should probably check the file sizes of all of the new .navs after generating. Generally, if a .nav is larger than 10 MB, you're gonna have a bad time.

    Only tested (a few months ago ) on TF2. Please let me know if it does not work on your game.

    ANOTHER FAIRLY IMPORTANT THING OF NOTE: This plugin changes maps constantly, so it and other "mapcycle" plugins do NOT get along nicely! You may want to disable any mapcycle plugins you have running when you're about to use nav_generate_all.
    Attached Files
    File Type: sp Get Plugin or Get Source (navcycler.sp - 1871 views - 4.2 KB)
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    Last edited by MasterOfTheXP; 03-26-2014 at 13:54. Reason: covnars. yes.
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    tommie113
    AlliedModders Donor
    Join Date: Oct 2013
    Old 01-12-2014 , 13:35   Re: [Any] Nav Cycler
    Reply With Quote #2

    How is this different from the auto nav file generator?
    Besides that this will do it for all maps at same time.
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    MasterOfTheXP
    Veteran Member
    Join Date: Aug 2011
    Location: Cloudbank
    Old 01-12-2014 , 13:38   Re: [Any] Nav Cycler
    Reply With Quote #3

    Quote:
    Originally Posted by tommie113 View Post
    How is this different from the auto nav file generator?
    Besides that this will do it for all maps at same time.
    That's exactly it. This plugin will cycle through and generate navs for all of your maps at once, instead of you needing to change maps manually.
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    tommie113
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    Old 01-12-2014 , 13:41   Re: [Any] Nav Cycler
    Reply With Quote #4

    but there's no .nav included that it will copy like the other one does.
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    MasterOfTheXP
    Veteran Member
    Join Date: Aug 2011
    Location: Cloudbank
    Old 01-12-2014 , 13:45   Re: [Any] Nav Cycler
    Reply With Quote #5

    This one will generate an actual .nav made for that map (although it may, for some maps, need additional editing) instead of copying a blank one.
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    Marverlous
    Senior Member
    Join Date: May 2013
    Old 01-16-2014 , 18:00   Re: [Any] Nav Cycler
    Reply With Quote #6

    Can you add the ability to filter? for example I only want to make nav file for arena maps and not other maps
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    Powerlord
    AlliedModders Donor
    Join Date: Jun 2008
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    Old 01-17-2014 , 09:47   Re: [Any] Nav Cycler
    Reply With Quote #7

    On a side note, the built-in nav generation command is actually pretty dumb. Maps like koth_harvest require a lot of hand-tweaking to make it so bots will do things like climb the diagonal ladders to the tops of the health-kit buildings.

    Incidentally, the Horsemann works a lot better once you manually add that!
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    Last edited by Powerlord; 01-17-2014 at 09:48.
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    friagram
    Veteran Member
    Join Date: Sep 2012
    Location: Silicon Valley
    Old 01-20-2014 , 06:05   Re: [Any] Nav Cycler
    Reply With Quote #8

    Can also hang or even crash your server - as the bots stumble around the map. I have seen some auto generated navs in the 50-100 Mb range. If you want a nav, you should gen it and then edit the mesh manually...
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    Last edited by friagram; 01-20-2014 at 06:08.
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    easono
    Senior Member
    Join Date: Nov 2013
    Old 04-22-2014 , 01:13   Re: [Any] Nav Cycler
    Reply With Quote #9

    As an example the default nav file that creates for cs_crackhouse, bots never go on the garage by CT spawn or explorer the T roof or even exit other windows, would this create a nav file covering all the areas or would it just be the same as the default nav file generated.

    I'm looking for something that will make the bot navigation areas the same or as close as possible to where players can go. if not any suggestions?

    Last edited by easono; 04-22-2014 at 01:14.
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    MasterOfTheXP
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    Join Date: Aug 2011
    Location: Cloudbank
    Old 04-22-2014 , 01:36   Re: [Any] Nav Cycler
    Reply With Quote #10

    This plugin just generates a standard nav mesh; it runs nav_generate on every map with a mesh missing, and that's it.

    As friagram said, you can try placing the generated mesh in your client maps/ directory, and then editing it further. Here's a guide; unfortunately I'm not very good with it, and can't help you further.

    Although one pretty bad trick I use is to decompile the map, edit it so that places the bots shouldn't know about are completely covered in a giant brush (which I suppose could work oppositely, by making areas you want bots to go to more accessible?), compiling, generating a mesh for that, and then renaming that mesh to originalmapname.nav.
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