Thread: Recast / Detour
View Single Post
Re: Recast / Detour
Old
  (#15)
Neoptolemus
Member
 
Status: Offline
Posts: 93
Join Date: Apr 2012
Default Re: Recast / Detour - 06-07-2015

I've finished the code to parse entities, so the navmesh generation now takes func_wall entities into consideration. This means bots now avoid the APC in cs_office and other decorative objects that obstruct movement.

I noticed however that the fence in cs_militia is still not being included, which means that it's not a BSP brush entity or a func_wall. Does anyone know what else it might be?

EDIT: Ok so it's a func_illusionary. I assume this is to create the actual chain fence effect and allow bullets to pass through, but what is actually blocking movement? It can't be a BSP brush as I already factor those in. I don't want to include func_illusionary entities either as that will make the bots think they can't pass through, for example, the curtains in cs_747. The mystery deepens...

Last edited by Neoptolemus; 06-07-2015 at 21:38..
  
Reply With Quote