Skip to content

Latest commit

 

History

History
34 lines (23 loc) · 1.89 KB

README.md

File metadata and controls

34 lines (23 loc) · 1.89 KB

SourcePawn NavMesh

This is basically a SourceMod plugin that can parse .NAV files and make data out of it that SourceMod plugins can read from. This plugin by itself doesn't do anything other than read data from the .NAV file. Other plugins have to utilize this plugin's features in order for this to have any purpose.

Special thanks goes to Anthony Iacano (pimpinjuice) for the parser code, which can be found here: https://github.com/AnthonyIacono/War3SourceV2/tree/master/Nav

Requirements

  • SourceMod 1.10+

Game Compatibility

Name Supported?
Team Fortress 2 ✔️
Counter-Strike: Global Offensive ✔️
Counter-Strike: Source ✔️
Left 4 Dead 2 ✔️

If your game isn't listed here, there's a slight chance it may still work, just that it's never been tested. You really have to pray to God that the game doesn't append any custom data to the NavMesh and/or its areas (which, realistically, is hardly ever the case). It'll get pretty obvious that it doesn't work if you see the script loading in an infinite amount of areas, or you get a memory overflow, or the script execution just times out... whatever comes first, really.

If your game doesn't natively support .NAV files, can you still use this plugin? Yes.

Want to reverse a .NAV format for a game? Read here.

Current Dev. Goals

  • Move away from using ArrayStack. Transition functions to push to a given ArrayList rather than allocate an ArrayStack.
  • Replace NavMeshArea_* natives with CNavArea methodmap natives.