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Can we get a simple cost multiplier variable which can be set on a CNavArea at runtime such that I can affect the cost of pathing over a certain area without needing to use the lua generator function, hence maintaining better performance.
My use case for this is wanting to increase the cost by 3 or 4 times for nav areas which are overlapped by closed doors, since the NPCs take time to open doors and it makes sense for them to pick paths with fewer doors.
Even somehow using the func_nav_avoid entity at runtime would be an unnecessary use of an edict, and has no customizable cost increase either. A simple change to the built-in generator to add a multiplier on the nav area should not affect performance much at all.
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From my testing, using the built-in nav path generator for PathFollower is massively faster than when a custom lua function is defined. I am going off the assumption that the built-in generator function is still the same as this: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/server/nav_generate.cpp#L61
Can we get a simple cost multiplier variable which can be set on a CNavArea at runtime such that I can affect the cost of pathing over a certain area without needing to use the lua generator function, hence maintaining better performance.
My use case for this is wanting to increase the cost by 3 or 4 times for nav areas which are overlapped by closed doors, since the NPCs take time to open doors and it makes sense for them to pick paths with fewer doors.
Even somehow using the func_nav_avoid entity at runtime would be an unnecessary use of an edict, and has no customizable cost increase either. A simple change to the built-in generator to add a multiplier on the nav area should not affect performance much at all.
The text was updated successfully, but these errors were encountered: