Garry's Mod
[E2] Navcore Reworked
57 comentarii
meierhans 13 aug. la 8:49 
Error on booting up dedicated server:

[Wiremod WARNING]: Operator operator= is now redundant. Ignoring registration. (at line 296) @entities/gmod_wire_expression2/core/custom/navcorereworked.lua
Kerk 9 iun. 2024 la 15:10 
This addon is help me make silly robots. 24 glimbo's gold out of 10.
ByakuyaKuchiki 22 apr. 2023 la 1:29 
ah, I didn't have the library
ByakuyaKuchiki 22 apr. 2023 la 1:26 
sv: Expression 2 (generic): addons/wire-master/lua/entities/gmod_wire_expression2/core/extloader.lua:387: attempt to index field 'pather' (a nil value)
iNVERTED  [autor] 9 apr. 2023 la 21:03 
The old system would result in incomplete, possibly incorrect paths if it couldn't find it within a hard limit of checks. With this system, you can run the navPathStepSimple() multiple times to continue an unfinished pathfind and be guaranteed a valid path if the target isn't in an impossible location.
Mikey 9 apr. 2023 la 19:43 
i feel like you should add back the canPathGenerate() function and add a convar for how long between generations
iNVERTED  [autor] 9 apr. 2023 la 19:21 
While a pather is going, navPathAreasChecked() returns how many areas it has checked, and navTotalAreas() returns how many areas the map in all has. It's not possible to know exactly how much is left, only able to estimate it.
Mikey 9 apr. 2023 la 19:21 
i have a custom core that i have made as well, just to make the player move
Mikey 9 apr. 2023 la 19:21 
is it ok if i send an image of my code to you?
Mikey 9 apr. 2023 la 19:17 
also what if i want to return the current progress the step function has made even if the path isnt fully generated?
Mikey 9 apr. 2023 la 19:16 
yea
iNVERTED  [autor] 9 apr. 2023 la 19:14 
Minor correction, it would actually return "Complete" not "Success"
Mikey 9 apr. 2023 la 19:13 
i completely forgot about the string return in the step function
Mikey 9 apr. 2023 la 19:13 
you know what you're probably right.
iNVERTED  [autor] 9 apr. 2023 la 19:09 
If navPathStepSimple() doesn't return "Success" then navReturnPathSimple() will fail
iNVERTED  [autor] 9 apr. 2023 la 19:08 
About the navReturnPathSimple() had the path finished before it was used?
iNVERTED  [autor] 9 apr. 2023 la 19:07 
Don't know how the core was completely missing, but should hopefully be fixed now
Mikey 9 apr. 2023 la 18:44 
by you i mean my "bot"
Mikey 9 apr. 2023 la 18:43 
the path generation doesn't reach the destination, it gets stuck nearby or, on gm_construct, on top of the main building, you just keep walking off the edge and going back to the destination over and over
Mikey 9 apr. 2023 la 18:28 
but it lags a lot due to a big path being generated when far away.
Mikey 9 apr. 2023 la 18:13 
i just fixed the problem by setting the max steps to 10000 and using navPathStepSimple(10000)
Mikey 9 apr. 2023 la 18:12 
ok i just figured out that if the path tries to generate more steps than navPathStepSimple() it errors.
Mikey 9 apr. 2023 la 18:04 
it only happens when i use navReturnPathSimple()
Mikey 9 apr. 2023 la 18:04 
attempt to index nil value
Mikey 9 apr. 2023 la 18:03 
error on line 417
Mikey 9 apr. 2023 la 18:01 
but it has the same issues i had before
Mikey 9 apr. 2023 la 17:56 
the github version works
Mikey 9 apr. 2023 la 17:54 
im gonna try using the github version
Mikey 9 apr. 2023 la 17:35 
the mod is not working, the commands arent showing and the extension isn't being loaded.
iNVERTED  [autor] 9 apr. 2023 la 14:46 
Rereworked the Pathfinders Library, which should solve various issues with this one.
Bear 3 mart. 2023 la 11:14 
Can you make E2 Shield?
Mikey 23 febr. 2023 la 20:22 
and the navPathStepSimple function is just returning "Reached Goal"
Mikey 23 febr. 2023 la 20:20 
so whenever you get too far away from the start of the path generation or go behind a wall or two it errors with "entities/gmod_wire_expression2/core/custom/navcorereworked.lua:347: attempt to index a nil value"
iNVERTED  [autor] 28 dec. 2022 la 17:17 
Changes have been made
StrawWagen 27 dec. 2022 la 21:35 
ooo
iNVERTED  [autor] 27 dec. 2022 la 21:09 
I've convinced myself to work on this addon again. I've created a new pathfinding base that will allow for splitting up the progress on pathfinding. I've also improved optimization on pathfinding quite a bit, allowing more path generation at once. Changes will be applied fairly soon.
Konstak 8 nov. 2022 la 13:01 
May we have an actual tutorial on how to use this? Like a youtube tutorial or something. i have 0 clue how to even use this even after checking everything. there's no proper tutorial on what to do or how to make something with it and i haven't seen anyone explaining this on yt.
iNVERTED  [autor] 8 aug. 2022 la 17:20 
I think I may have an idea on how to accomplish that
StrawWagen 1 aug. 2022 la 12:46 
You think it might be possible to split the pathfinding up between frames?
Allows for longer paths without nuking the session
crazygamerguy10 1 iul. 2022 la 13:21 
maybe my code is just unoptimized.
crazygamerguy10 1 iul. 2022 la 13:20 
hmm
iNVERTED  [autor] 1 iul. 2022 la 12:45 
I'm not getting any tick quotas on gm_boreas with the E2s I've been testing with
crazygamerguy10 30 iun. 2022 la 16:17 
rn im on gm_boreas
crazygamerguy10 30 iun. 2022 la 16:17 
so for whatever reason when i'm on a big map it just tick quotas even when i turn the area check limit really low
crazygamerguy10 28 iun. 2022 la 14:01 
The "navSetFollowerSize()" is a game changer, the other Navcore would generate points right up against walls if i was around a corner but now my simfphys taxi doesn't get stuck on walls :steamhappy:
crazygamerguy10 28 iun. 2022 la 13:57 
thanks
crazygamerguy10 28 iun. 2022 la 13:57 
yea the old navcore wasn't like that so i was confused for a bit until i realized after using the array's count
iNVERTED  [autor] 28 iun. 2022 la 13:57 
The array should return in the proper order now
iNVERTED  [autor] 28 iun. 2022 la 13:44 
With how A* works, it reconstructs the path from the goal back to the start. I could make it reverse the array before returning.
crazygamerguy10 28 iun. 2022 la 13:32 
im not sure if thats how its supposed to be or not