Isn't the nav mesh generation code available? No reason you shouldn't be
able to rewrite it with some new player only or mob only edge link
properties.
On Jun 21, 2014 3:00 PM, "Ben Lubar" <ben.lu...@gmail.com> wrote:

> Here's a test map I made: http://i.imgur.com/UQndu8G.png
>
> The dark gray areas block NPCs. The orange areas block players. Normally,
> nav_generate would ignore the orange areas and treat the dark gray areas as
> walls. That works fine for games like Half-Life and Counter-Strike, where
> there is only one set of areas accessible to bots. It doesn't work too well
> once you start having NPCs *and* player bots, like in Alien Swarm and
> Left 4 Dead.
>
> Now, this can be fixed by hand, but it's a lot easier for whoever has to
> edit the navmesh if the navmesh starts out resembling what it should be.
>
> I had an idea where it would generate a navmesh for NPCs and a navmesh for
> players, then merge them by splitting areas until they both contained all
> the edges. That seems like a large change in the nav code that would more
> than double the amount of time taken to run nav_generate.
>
> This is for my Alien Swarm mod <
> https://github.com/BenLubar/AlienSwarmDirectorMod>, but I figured maybe
> Left 4 Dead already solved it differently?
>
> --
> Ben Lubar
>
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