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Keep in mind that this tutorial is technically also suitable for creating CS:GO nav meshes, as the nav mesh editors are almost identical. The nav mesh editor ( nav_edit 1) will help you a great deal.īelow, you will find a few tips on creating more effective nav meshes. Run tests with bots and take note of problematic spots, for instance, where bots keep getting stuck, or ways that bots never traverse, etc. Have a nav mesh, but bots are stupid anyway?Then let's get to some fine-tuning.įor basic techniques, please refer to the aforementioned tutorial.Ī good idea to fine-tune a nav mesh will be to "de-bug" it. Now retry the procedure with the walkable marks. In case you find one, point at it with the cursor, and if the cursor is green, enter nav_build_ladder. In case this still fails, try creating an area, where there should be, with nav_begin_area and nav_end_area respectively.Īlso check for unbuilt ladders. This will try to create meshes at the places where there are walkable marks. Then, when you think you have covered enough space, enter nav_generate_incremental. This will place a walkable mark for later. To do this, look at the approximate spot and enter nav_mark_walkable. Update: Fortunately, there is also a way to add meshes where, through nav_generate, it's not possible to generate one.Īdd walkable marks to spots where there is no mesh but where there should be. Note: not all maps support the generation of nav meshes.įor example, you may get an error on some bunnyhop maps: Enter nav_generate into the console after enabling cheats ( sv_cheats 1). Waypointing in Counter-Strike is a vital part to make a map suitable for usage with bots. This is a response to aleksandr's tutorial for Waypointing in CS:S.
Cs source files for gmod install#
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