Garry's Mod

Garry's Mod

NPC Navmesh Navigation
335 Comments
re 5 Sep @ 12:50pm 
bro why this is extremely laggy
SstarLit56 24 Aug @ 4:27pm 
Insane lag spikes at times noe, this seems to really need maintaining, as standing on guard rails over ledges on many maps just deletes the framerate. Ive seen it happen with antlions and combine, i really appreciated this mod though :blockhead:
SomeRandomGuy 14 Aug @ 11:29am 
@Franky listen here pal just because someone doesn’t read the description doesn’t mean you should get butthurt about it. Seriously, you told a random ass person to kts as WolfBite just said and then thought you were the toughest guy in the comment section. And you called him an idiot which is probably the dumbest thing I heard from a hypocrite like you.
WolfBite 10 Aug @ 12:17am 
The guy named franky below me is the true dumbass. Yes Wizard should learn to not skim descriptions before asking questions. But what are we five? Telling someone to kts' is childish af. Show the world how angry you are little man. Awesome mod btw! <3
Poolsup (TH) 2 Aug @ 11:53am 
umm the antion bug caught the game lag up
DoubleBungus 26 Jul @ 2:14pm 
Resetting all settings, Unsubcribing, and then resubscribing seems to have maybe possibly done something?
DoubleBungus 26 Jul @ 1:48pm 
This mod is making all of my combine soldiers jump, not walk or run, just jump. No matter the settings enabled or disabled, they just fucking hop like rabbits. Awesome.
Geisteskrankenchan 22 Jul @ 3:17am 
Hoping you could fix the lag when the NPCs can't find how to reach you. It's usually the worst when you're standing or flying above them
Mr. Spamton 10 Jul @ 3:36pm 
Rude
♬♫~Joe Blaze~♫♬ 10 Jul @ 2:36pm 
This mod desperately needs compatibility with VJ base, It truly does... Please update it for support on that.
Franky 10 Jul @ 9:50am 
wizard, go kys, ITS FR IN THE FUCKING BIO, LEARN HOW TO READ IDIOT
Mr. Spamton 10 Jul @ 5:18am 
works with vj npcs?
giorgibob152 8 Jul @ 1:53pm 
will they be able to use both?
The Celestial 27 May @ 6:38pm 
Its kinda laggy
Autumnis 26 May @ 4:30am 
i hope someone picks this mod up eventually
LIPTON 11 May @ 7:45am 
bots are jumping all the time how to fix it? I changed the settings and nothing works
AUG王润涛 1 May @ 2:53am 
It will making the computer very stuck when NPC go to a place that they can't
Ateş Bozkurt 28 Apr @ 1:40pm 
this mod is like "NPCs if they had navigation like players"
bad335028 19 Apr @ 4:13pm 
I thought vj base npc used their own ai and path finding?
jawn. 16 Mar @ 7:12am 
still waiting for vjbase support
Hiafella 27 Feb @ 6:09am 
z_npc_nav_allow_forward_jumps 0
Nikku 25 Feb @ 3:00am 
can you make this mod again, but without jumping? its so annnoying
TIV 2 6 Feb @ 11:01am 
why cant the hunter chooper move
Goderack 31 Jan @ 4:38am 
Incredibly memory-heavy. It makes the whole game lag if you ever find yourself on any position that the AI cannot reach you (usually in areas where there is no navmesh in an otherwise navmesh-filled map). I assume it's because it desperately tries to find a route to your location in vain, but it won't stop until you either get yourself to a position that it can reach, kill the NPC(s) or disable the AI.
Pickle Peterson 22 Jan @ 1:01am 
my experience with this mod had lots of lag on my friends server, personally in a singleplayer save I never experienced any lag, but it appears to be very laggy in multiplayer
GOOSE3413 22 Jan @ 1:01am 
this makes the game lag
Eraclide 10 Dec, 2024 @ 5:47pm 
for some reason when i use the tool to make npcs pathfind they are fine, but when i make them follow me they go braindead
CattoGaming 24 Nov, 2024 @ 3:54pm 
I second the Extended AI Navigation question. Are they both compatible?
Man 15 Nov, 2024 @ 10:34am 
npcs lag the game when i go on a platform that they cant reach. is there any way to fix it?
Icery 8 Oct, 2024 @ 7:25am 
Node making for maps is in the past now. This is truly amazing and revolutionary. So many maps without a nodegraph now playable. Thank you.

Also for people complaining about the "bugs" it's not a fault of this add-on. Garbage navmesh will always be garbage and auto generated one needs fixes!!!
With just a few touches results are very promising.
GlassPrisms 2 Oct, 2024 @ 6:29am 
Since the jumping is a common problem already, I might as well give out a warning.

The lighthouse map in the HL2 campaign, when the first dropship lands, combines won't even come out unless this mod is disabled or deleted. Keep that in mind folks.
Mr. Enderman 22 6 Sep, 2024 @ 5:08pm 
how can i tell if its working?
Autumnis 5 Sep, 2024 @ 9:42am 
Is it possible to make npcs prefer to use a regular nodegraph, and only use the navmesh when nothing else is available?
Baby Wizard 26 Aug, 2024 @ 6:49pm 
Truly amazing!
Sgoti68 16 Aug, 2024 @ 9:37pm 
i really like this mod but its super buggy and the constant ai jumping even with it turned off is pretty annoying, it is nice for when you open a map with no ai nodes though
ATP 9 Jul, 2024 @ 9:17am 
as for the bug which the other user mentioned:
i think it's because of the code which handles intentions, i've modified this mod to use the movement method from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=313640441 (just tries to make them go towards their target using a simple calculation instead of navmesh if something goes wrong)

i tried to modify the npc ai within this mod but i realized it just isnt for that, and when playing around in the code that handles intentions, it only makes their schedule FORCED_GO_RUN if they have a target, maybe remove that check? and another bug is for melee attackers going really slow when within walkable distance but that might just be my changes, anyway, the fix for it is using IsCurrentSchedule, so as to not recall it too many times

tldr: check intentions code
1  [author] 9 Jul, 2024 @ 8:52am 
Yeah, Unfortunately its not being maintained much anymore, i would rather pass it onto someone else. but since like 39,000 people are using it. i will try to maintain it as best as possible.

i just can't really confirm or guarantee any fixes etc... like for example, i don't think that this bug is too much of a problem. but if i hear like groups of people mentioning it i will try and see if i can fix it in spare time.
otherwise i just add it to a bugs list for whenever.
ATP 9 Jul, 2024 @ 7:37am 
i thought this was not maintained anymore, funny seeing op's comment from an hour ago
1  [author] 9 Jul, 2024 @ 6:38am 
ah ok, so there is something going on internally inside the code. ill take a look through the code again and see if there is any possibilities for what might be breaking. This mod could use an update anyways.
RoyTheBoy 9 Jul, 2024 @ 12:42am 
no this is for all maps and i did nav edit before
1  [author] 7 Jul, 2024 @ 12:12am 
hmm, i did some testing here and it seems to work fine. that being said, it could be that the location you are testing the npcs has no navmesh nodes there. To check you can type sv_cheats 1 in console followed by nav_edit 1 and if you see loads of squares then there are navmesh nodes there and its a different problem that ill have to do some digging to find.
RoyTheBoy 6 Jul, 2024 @ 9:09pm 
https://youtu.be/ClUYK4MEIDs here is a video of what happens so you can more properly understand
RoyTheBoy 6 Jul, 2024 @ 5:26pm 
yeah i will go check
if its mods conflicting
but i dont really have many mods so idk
1  [author] 6 Jul, 2024 @ 6:16am 
hmm, thats a bit strange, i don't know if there could be a mod conflict going on there, or if a recent gmod update has changed something. but i will take a look at it later in spare time and see if there is anything going on.
RoyTheBoy 6 Jul, 2024 @ 1:57am 
every setting is on its default
RoyTheBoy 6 Jul, 2024 @ 1:57am 
i am using the default citizens
1  [author] 6 Jul, 2024 @ 1:50am 
if your using snpc they can't use this addon because they are custom scripted, meaning it would be almost impossible for me to add support to every snpc on the workshop. but the normal npcs should work fine. Perhaps there are some settings disabled in the spawnmenu there?
RoyTheBoy 5 Jul, 2024 @ 11:17pm 
even though i have an navmesh and this mod npcs wont move the only way i can make them move is with with debug stuff like the tool gun and console commands but they dont move on their own. help!
FoxFurDan28 8 Jun, 2024 @ 3:41pm 
@〔 cout 〕 ➜ Brainless? That makes sense. Thanks for the response.
1  [author] 8 Jun, 2024 @ 8:07am 
Also, there is something like pathfinder limit cmd in the spawn menu that you can reduce the amount of checks before it gives up on the search.