Navmesh edits for ntre_rogue_ctg map - #131
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My rendition of the navmesh. Mainly did the following: -deleted some section that caused way too many watery deaths for bots -added more nav section for the warehouse (added navmesh for some jumpable obstacles, added navmesh for the ladder leading to a vent) -added more walkable areas for the boat
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I guess my critique would be that the deleted areas would ideally instead be one directional or disconnected from the pier, but I don't know if the bots would successfully swim up the ladders, so I'm fine with them expiring helplessly. (Also I'm not going to be sadistic and force you to remake the navareas in the leech water.) |
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@DESTROYGIRL , how should we handle props that appear when the competition mode of of the map is enabled, removing Jeff, but adding this fence and APC objects?
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I've thought about this before- I don't know really, if there's no dynamic object avoidance behaviour for the bots, the next best thing I can imagine is splitting the area containing said objects into their own nav areas, and then making them avoidance areas with map logic. But that seems like a total hack, and really annoying to edit if needed. How do bots deal with them currently? |
I'm all for merging an incremental improvement and researching the dynamic avoidance of props later. |



My rendition of the navmesh. Mainly did the following:







-deleted some section that caused way too many watery deaths for bots, added a nav for the small boat and the big vessel
-added more nav section for the warehouse (added navmesh for some jumpable obstacles, added navmesh for the ladder leading to a vent)
-small edits (jump from the window, jump through the obstacle