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Alternatively you could try using script_brushmodels.
I'm not sure what you are planning to do with the dynamic brush model, but if you're trying to do something like a buy-able door with it, you may have to put clipping where the dynamic brush model is when not in use, and then use a script to remove the clipping whenever the door is gone or whatever it is you are using for. The zombies should then recognize the clipping and walk around it, and if they still don't, you may have to map out their pathing using a nav_volume volume.
Hope this helps! Not entirely sure how this will work but it's the best I can come up with off the top of my head.
lol, I obviously meant script_brushmodels.
I'm planning something very similar to the walls in the crazy place on origins. I'll try the clipping thing. hopefully it'll work. By the way, can you please explain how to use nav_volumes?
nav_volumes aren't normally needed since navigation is generated when compiling the map.
If you really need to add this go into the Entity Browser and drag in a nav_volume then just cover your map I suppose.
I think the volumes are needed though. Every time I don't add one there's a message that gets printed to the console that says "navmesh generation skipped".