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[L4D & L4D2] Left 4 DHooks Direct (1.139) [25-Oct-2023]


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eyal282
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Join Date: Aug 2011
Old 11-13-2023 , 19:06   Re: [L4D & L4D2] Left 4 DHooks Direct (1.139) [25-Oct-2023]
Reply With Quote #1011

Quote:
Originally Posted by Silvers View Post
10.0 is a very small distance to find a nearby NavArea. If someone jumps they'll be too far from a NavArea.
I wanted and forgot to comment that some custom campaigns don't have perfect nav meshes and have gaps, for this small of a distance.

I completely forgot jumping. Does nav finder not ignore height?
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Silvers
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Old 11-17-2023 , 13:24   Re: [L4D & L4D2] Left 4 DHooks Direct (1.139) [25-Oct-2023]
Reply With Quote #1012

Quote:
Originally Posted by ReCreator View Post
Code:
Address area = view_as<Address>(L4D_GetNearestNavArea(vOrigin, 10.0, false, false, true, 2));
The "true" here is for the bool "checkGround". So I assume you would need to be on the ground for it to work. I think it would be better to set that as false and just increase the range, depends on what you want to achieve though.
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