Garry's Mod

Garry's Mod

[E2] Navcore Reworked
57 Yorum
meierhans 13 Ağu @ 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 Haz 2024 @ 15:10 
This addon is help me make silly robots. 24 glimbo's gold out of 10.
ByakuyaKuchiki 22 Nis 2023 @ 1:29 
ah, I didn't have the library
ByakuyaKuchiki 22 Nis 2023 @ 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  [yaratıcı] 9 Nis 2023 @ 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 Nis 2023 @ 19:43 
i feel like you should add back the canPathGenerate() function and add a convar for how long between generations
iNVERTED  [yaratıcı] 9 Nis 2023 @ 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 Nis 2023 @ 19:21 
i have a custom core that i have made as well, just to make the player move
Mikey 9 Nis 2023 @ 19:21 
is it ok if i send an image of my code to you?
Mikey 9 Nis 2023 @ 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 Nis 2023 @ 19:16 
yea
iNVERTED  [yaratıcı] 9 Nis 2023 @ 19:14 
Minor correction, it would actually return "Complete" not "Success"
Mikey 9 Nis 2023 @ 19:13 
i completely forgot about the string return in the step function
Mikey 9 Nis 2023 @ 19:13 
you know what you're probably right.
iNVERTED  [yaratıcı] 9 Nis 2023 @ 19:09 
If navPathStepSimple() doesn't return "Success" then navReturnPathSimple() will fail
iNVERTED  [yaratıcı] 9 Nis 2023 @ 19:08 
About the navReturnPathSimple() had the path finished before it was used?
iNVERTED  [yaratıcı] 9 Nis 2023 @ 19:07 
Don't know how the core was completely missing, but should hopefully be fixed now
Mikey 9 Nis 2023 @ 18:44 
by you i mean my "bot"
Mikey 9 Nis 2023 @ 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 Nis 2023 @ 18:28 
but it lags a lot due to a big path being generated when far away.
Mikey 9 Nis 2023 @ 18:13 
i just fixed the problem by setting the max steps to 10000 and using navPathStepSimple(10000)
Mikey 9 Nis 2023 @ 18:12 
ok i just figured out that if the path tries to generate more steps than navPathStepSimple() it errors.
Mikey 9 Nis 2023 @ 18:04 
it only happens when i use navReturnPathSimple()
Mikey 9 Nis 2023 @ 18:04 
attempt to index nil value
Mikey 9 Nis 2023 @ 18:03 
error on line 417
Mikey 9 Nis 2023 @ 18:01 
but it has the same issues i had before
Mikey 9 Nis 2023 @ 17:56 
the github version works
Mikey 9 Nis 2023 @ 17:54 
im gonna try using the github version
Mikey 9 Nis 2023 @ 17:35 
the mod is not working, the commands arent showing and the extension isn't being loaded.
iNVERTED  [yaratıcı] 9 Nis 2023 @ 14:46 
Rereworked the Pathfinders Library, which should solve various issues with this one.
Bear 3 Mar 2023 @ 11:14 
Can you make E2 Shield?
Mikey 23 Şub 2023 @ 20:22 
and the navPathStepSimple function is just returning "Reached Goal"
Mikey 23 Şub 2023 @ 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  [yaratıcı] 28 Ara 2022 @ 17:17 
Changes have been made
SkullWagen 27 Ara 2022 @ 21:35 
ooo
iNVERTED  [yaratıcı] 27 Ara 2022 @ 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 Kas 2022 @ 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  [yaratıcı] 8 Ağu 2022 @ 17:20 
I think I may have an idea on how to accomplish that
SkullWagen 1 Ağu 2022 @ 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 Tem 2022 @ 13:21 
maybe my code is just unoptimized.
crazygamerguy10 1 Tem 2022 @ 13:20 
hmm
iNVERTED  [yaratıcı] 1 Tem 2022 @ 12:45 
I'm not getting any tick quotas on gm_boreas with the E2s I've been testing with
crazygamerguy10 30 Haz 2022 @ 16:17 
rn im on gm_boreas
crazygamerguy10 30 Haz 2022 @ 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 Haz 2022 @ 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 Haz 2022 @ 13:57 
thanks
crazygamerguy10 28 Haz 2022 @ 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  [yaratıcı] 28 Haz 2022 @ 13:57 
The array should return in the proper order now
iNVERTED  [yaratıcı] 28 Haz 2022 @ 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 Haz 2022 @ 13:32 
im not sure if thats how its supposed to be or not