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[Code] Parsing NAV Files


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Zephyrus
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Join Date: Jun 2010
Location: Hungary
Old 03-24-2013 , 06:14   Re: [Code] Parsing NAV Files
Reply With Quote #11

i dont see how this opens up a *lot* of features, noone could think of any use except for cssdm but its very nice still
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Last edited by Zephyrus; 03-24-2013 at 06:15.
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necavi
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Join Date: Sep 2010
Old 03-25-2013 , 00:23   Re: [Code] Parsing NAV Files
Reply With Quote #12

I have a few things planned for it that should be pretty neat, in the next day or so I can finish up my port (been extremely busy).
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 03-26-2013 , 03:25   Re: [Code] Parsing NAV Files
Reply With Quote #13

Will there be anything to modify the navigation graph ? (or will that be even possible ?)
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necavi
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Old 03-26-2013 , 04:02   Re: [Code] Parsing NAV Files
Reply With Quote #14

No, because that's built-in to the engine. Try nav_edit 1.

Last edited by necavi; 03-26-2013 at 04:19.
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Powerlord
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Old 03-26-2013 , 12:16   Re: [Code] Parsing NAV Files
Reply With Quote #15

Quote:
Originally Posted by necavi View Post
No, because that's built-in to the engine. Try nav_edit 1.
On a side note, sv_cheats has to be set to 1 for that to work.

Valve has a whole section on editing NAV files on the Valve wiki.

(Didn't I just link to that on the last page?)

Edit: Although it looks like that page is missing commands specific to games other than Counter-Strike: Source.
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Last edited by Powerlord; 03-26-2013 at 12:18.
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API
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Join Date: May 2006
Old 04-05-2013 , 20:28   Re: [Code] Parsing NAV Files
Reply With Quote #16

Just in-case people enjoy browsing via Github / forking, I now have a link (from within War3Sourcev2): https://github.com/AnthonyIacono/War...ree/master/Nav
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TnTSCS
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Old 04-15-2013 , 17:13   Re: [Code] Parsing NAV Files
Reply With Quote #17

this could be good for zombie:escape for a !zstuck... get the current player's location, and move them N units away
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API
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Join Date: May 2006
Old 04-15-2013 , 20:16   Re: [Code] Parsing NAV Files
Reply With Quote #18

Quote:
Originally Posted by TnTSCS View Post
this could be good for zombie:escape for a !zstuck... get the current player's location, and move them N units away
That's a good idea. I'll build this soon for you guys. Thanks for the suggestion
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pcmaster
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Old 04-16-2013 , 04:48   Re: [Code] Parsing NAV Files
Reply With Quote #19

Uhm, is there any Documentation how to use this or do I have to include it into my own Extension?
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API
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Join Date: May 2006
Old 04-16-2013 , 10:30   Re: [Code] Parsing NAV Files
Reply With Quote #20

All the interfaces are documented (I<Something>.h); but here is a high level guide to using this:
1) Include the files into your project (since this is not a precompiled library)
2) Setup an INavMeshLoader: INavMeshLoader *p = new NavMeshLoader(); p->Load()
3) Traverse the INavMesh* returned from p and analyze results.
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Last edited by API; 04-17-2013 at 00:17.
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