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Question regarding nav_volume usage

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Created 10 years ago
by All0utWar
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Failing to understand how nav_volumes should be used. Should I just encapsulate my entire map with one large nav_volume or should I split them up exactly how my zones are? I'm unsure of what is the proper method here.
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Failing to understand how nav_volumes should be used. Should I just encapsulate my entire map with one large nav_volume or should I split them up exactly how my zones are? I'm unsure of what is the proper method here.

I first thought that a nav volume was required but trem posted that the navigation for zombies is generated when your map is compiled.

I would assume you don't even need a nav volume unless you have air vehicles/ai which is what is seems to be used for.
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If you have models on your map that are static, for example a table. A chair, or whatever! if you have a clip brush over this object, so that players/zombies can bump into it, then you'll also need to set the clip to static nav_mesh (static means it won't move)

Not sure if there is a dynamic version, for moving platforms or other objects, but this has fixed the issues for me.

To change the above - Simply Click on your clip brush - Open your entity info window. In the Navmesh heading, look for static_navmesh and tick "True".

Hope this helps.

 
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