@@joedingo7022 Sadly no, Vice city is also an infinite map in it's mechanics. How those maps work is that they're essentially overlapping chunks in the same map playspace. It's complicated, but NPCs can't tell you're in a different chunk. So it's functionally too complex to incorporate navmeshes or nodes yet.
@@codaman127 Just make an NPC that doesn't use navmeshes or nodes, and just simply traverses it by constantly moving towards you that doesn't pathfind anything. Sure, NPCs will walk into walls but it's better than nothing.
5:33 As someone who has worked with nav_meshes in order to get TF2 Bots to function on certain maps, this particular instance of failed nav_mesh generation I actually know how to fix! Those blue lines are connectors, much like the cyan lines. However, these connectors are one-way connectors, where as the cyan ones are two-way. The reason the bot isn't jumping here is because of these one-way lines. They connect the upper level to the lower level, but not the other way around, hence why it's not jumping. You can even infer this is the case because you can actually see two-way connectors on the sides of the bottom level of the structure, but not the front, and the bot only jumps up when it's at the left or right of the platform. All you have to do is change those one-way connectors to two-way connectors, and you're set!
The creator should add a feature that is a last resort, it will use noclip if it cant find path to you within 12 mins. (Why its twelve minutes is because i dont want it to be too long but i dont want it to be too overpowered either. Edit 2: you should just make it customizable)
I believe you need to regenerate/save with the changes i recommend using nav_walkable and nav_generate. The tool uses all console commands so id check valves wiki on it. The developer wiki should be super useful for yourself
4:30 haven't used this AI before but unless you save and reload the nav_mesh bots will not recognize changes. 5:00 also red is just the standard color and has no meaning behind it... Someone at VALVe just liked the color red. 5:30 you will notice that the dark blue line is depicting a one-directional link. Meaning in his eyes he can't jump up the tower higher as he can only drop down. (Only reason he jumps up the first one is because one of the sides is light blue meaning bi-directional).
I swear I had a dream about an NPC similar to this one once... only the one in my dream could also noclip like the player... and the game was super laggy for some reason. I need to go outside more. 🍝
Doesn't look like anyone answered the question, so I think I can add some help. The reason the NPC can't climb up ladders that aren't already there is because there's no actual navigation mesh at the top for it to connect to. You'd have to also manually add that in yourself. Imagine that there's two floors, and a ladder connecting them. If there's also a staircase connecting the two floors, then when you generate that ladder (which nav_generate doesn't even do in the first place which is stupid) it should theoretically work. Since there's no connection between the top and bottom floor besides that ladder, there won't be a nav mesh in the first place to connect both ends to.
OMG, combine this with Background npcs, and maybe decent vehicle, and you have a terminator situation. Imagine being in a city map, surrounded by citizens and one of them is after you. It could only be made better if you could spawn it in a random spot with a random model.
Have you checked the mesh at the top of the ladder? So right after the ladder there should be a navigation block that is connected to the ladder mesh. Do let me know if it works or not, and great job on the video! EDIT: The reason why it doesn't work could also be linked to how wide the navigation mesh is(this is probably false but it's worth a shot), meaning if the NPC thinks that it cannot stand on the said platform because the mesh is too tiny, it wouldn't be able to jump on to the platform. Again, this is me assuming things and I'm just listing possible solutions(i program AI, just not in gmod) 😅
@@Mikey-zf1lf that’s a lot of replies you made. Maybe you should make it find a ladder entity instead of a mesh, if possible. Or automatically generate ladder meshes. Also here are some ideas for your addon! Make it so it can interact with buttons in any way possible. Some maps have elevators. S W I M Jump if it’s a shorter path. Go around ledges unless it needs to fall down then to get to the player quicker. Also this mod is great! I had fun messing with it!
Imagine this bot with a nav mesh that covered like walls and columns and stuff like that (the stuff he showed that didn't have a nav mesh) and a parkour mod or something like that so you're running and you just see the bot mirror's edge at you
Somehow even worse than a regular nextbot, it doesn't jump or have any different pathing it just goes for the straighest line toward you shoving props across the map if they get in the way, it even teleports around if it gets stuck. I was really hoping it could at least scale walls like l4d commons edit: checking it myself the bot can't even kill you if you run in a straight line if you set the speed to anything under ''instantly kills you when you spawn''
@@NecrosVideos I don't think you did a bad job the nextbot is just a sort of lame, I tested the construct secret room and for sure it crouches under the ramp but once you get into the room it backs up and dances around on the floor above, I've only seen it jump once after a couple hours of using it on various maps and that was when it was set to max speed. To see what it can do you'd have to make a map revolved around it I suppose
This Nextbot reminds me of the god nextbot Sanic. I love SaNiC :) Also thanks for uploading these videos, you taught me and my friends a bunch of Addons we didn’t know:)
I’ve always liked how you put every mod you used in the description You like a map you see? Bam, it’s in the description See a weapon you like? Also in the description
That's all you need, you don't need the tool. You can do all the functions the tool can via the console as those commands are baked into the Source engine. You need to restart the map in order to make the mesh work.
should find an immovable object mod or weld something into the ground. then we'll have the answer to what wins when there is an immovable object vs an unstoppable force
Late but these tutorials are massively helpful and I’m looking forward to getting a computer toward in the future however I’m still limited to just an ipad sooooooo
all of the items nextbots or maps that I think can help you kill or survive the QTG hacker inferno chronos staff Long devplat revolver the ruler (with all of the phase) anti nextbot gun crucifix (from door's) ord launcher linked laser cannon one punch man punch traps from death run maps petrification beam B- weapon3 QTG admin gun soda can (and i mean the explosive kind the doom's day kind) hadron launcher (let see if it works this time) new god trollge Nokia 3310 sweps linux admin gun xen grenade mingegod gm62 nuclear no f off swep Offbrand admin system
Did NOT expect this kind of success on this video! Thank you all so much!
Have u tried noclipping in the ground?
Imagine putting him in an infinite map. You go as far as possible, then put the speed on max and see how long it takes him to reach you.
I don't think inf map has nav mesh (?)
@@_trashythetrash1087 it doesn’t have Navmesh.
Might work on the huge non-infinite maps like the vice city map though, since npcs actually work on those.
@@joedingo7022 Sadly no, Vice city is also an infinite map in it's mechanics.
How those maps work is that they're essentially overlapping chunks in the same map playspace. It's complicated, but NPCs can't tell you're in a different chunk. So it's functionally too complex to incorporate navmeshes or nodes yet.
@@codaman127 Just make an NPC that doesn't use navmeshes or nodes, and just simply traverses it by constantly moving towards you that doesn't pathfind anything. Sure, NPCs will walk into walls but it's better than nothing.
"NPC you cant get away from" spends 3 minutes showing it struggle to get up every obstacle
Theoretically it should! I just demonstrated the limits of it on a map that doesn’t have a proper nav mesh, and my noob experience with it!
If I remember correctly you need to restart the map after you've generated a mesh. Otherwise it won't take effect.
I tried that and sadly it didn't help :( I am a noob at using this tool though so i'm sure i forgot something
@@NecrosVideos you might wanna try connecting the ladder navmesh box to the nearest navmesh box on the floor
@@NecrosVideos Oh I see. Sorry to hear that :(
@@NecrosVideos add a small navmesh box under the ladder connecting to a nearby tile. Should work then.
@@NecrosVideos sorry im late but that tool requires you to save it i think
5:33
As someone who has worked with nav_meshes in order to get TF2 Bots to function on certain maps, this particular instance of failed nav_mesh generation I actually know how to fix!
Those blue lines are connectors, much like the cyan lines. However, these connectors are one-way connectors, where as the cyan ones are two-way. The reason the bot isn't jumping here is because of these one-way lines. They connect the upper level to the lower level, but not the other way around, hence why it's not jumping. You can even infer this is the case because you can actually see two-way connectors on the sides of the bottom level of the structure, but not the front, and the bot only jumps up when it's at the left or right of the platform. All you have to do is change those one-way connectors to two-way connectors, and you're set!
Thank you so much! This comment helped a lot 🙂
2:52 “C’mere you lil mother- _gets launched_ *OOOH-“*
The creator should add a feature that is a last resort, it will use noclip if it cant find path to you within 12 mins.
(Why its twelve minutes is because i dont want it to be too long but i dont want it to be too overpowered either.
Edit 2: you should just make it customizable)
Make it seven minutes.
After all, seven minutes is *_all I can spare to play with you._*
I believe you need to regenerate/save with the changes i recommend using nav_walkable and nav_generate. The tool uses all console commands so id check valves wiki on it. The developer wiki should be super useful for yourself
2:26 I like how the ladder is still there
I keep forgetting to reset it! but i loved making that video so it's a memory :D
@@NecrosVideos why not make construct more cozy by adding some props and stuff
modest map manipulator is forever
4:30 haven't used this AI before but unless you save and reload the nav_mesh bots will not recognize changes.
5:00 also red is just the standard color and has no meaning behind it... Someone at VALVe just liked the color red.
5:30 you will notice that the dark blue line is depicting a one-directional link. Meaning in his eyes he can't jump up the tower higher as he can only drop down. (Only reason he jumps up the first one is because one of the sides is light blue meaning bi-directional).
it's just a nextbot. it's literally just a nextbot.
A persistent one!
At least it's not 2d.
@@AMBATUKAMceo 2D is very lazy
He's fast as Male07 nextbot, In flash time they look like they run at normal speed
I swear I had a dream about an NPC similar to this one once... only the one in my dream could also noclip like the player... and the game was super laggy for some reason.
I need to go outside more. 🍝
That's genuinely terrifying
Bro I also had a dream similar to that but instead G-Man was chasing me and I was in gm_construct
Had a nightmare exactly like that, scary af
I have nightmares like this, but with the thumb dudes from Spy Kids
@@joy-wire dear god
Doesn't look like anyone answered the question, so I think I can add some help. The reason the NPC can't climb up ladders that aren't already there is because there's no actual navigation mesh at the top for it to connect to. You'd have to also manually add that in yourself. Imagine that there's two floors, and a ladder connecting them. If there's also a staircase connecting the two floors, then when you generate that ladder (which nav_generate doesn't even do in the first place which is stupid) it should theoretically work. Since there's no connection between the top and bottom floor besides that ladder, there won't be a nav mesh in the first place to connect both ends to.
Thank you for this comment! I’m learning more about this thanks to these 🙂
Am I the only one that noticed The ladder from the MMM video is still there 💀
Good eye :P
the snail pace, is literally the "you are immortal but the momeent the snail touches you youre dead"
This is like the final evolution of the Sanic clone.
Why is it every video where i make a ton of mistakes always blows up🤦♂
Really good mods showcases, love this channel
True
Hey thank you so much :)
I like how this nextbot type npc plays by the players rules, where it has to run crouch or jump up and climb
OMG, combine this with Background npcs, and maybe decent vehicle, and you have a terminator situation. Imagine being in a city map, surrounded by citizens and one of them is after you. It could only be made better if you could spawn it in a random spot with a random model.
Have you checked the mesh at the top of the ladder?
So right after the ladder there should be a navigation block that is connected to the ladder mesh. Do let me know if it works or not, and great job on the video!
EDIT: The reason why it doesn't work could also be linked to how wide the navigation mesh is(this is probably false but it's worth a shot), meaning if the NPC thinks that it cannot stand on the said platform because the mesh is too tiny, it wouldn't be able to jump on to the platform. Again, this is me assuming things and I'm just listing possible solutions(i program AI, just not in gmod) 😅
This must be a dream. Necros reviewed my addon!
I Should really make a tutorial for the ladder creation. my bad.
you also have to link the area above the ladder to the area below the ladder and vise versa using the connect option.
just made it so ladders work properly and jumping. The map you were using didn't have a proper navmesh that worked with ladders.
Just updated the mod so the ladders work properly. Also there’s now a WIP attack animation parameter, jumping should also be working better now.
@@Mikey-zf1lf that’s a lot of replies you made. Maybe you should make it find a ladder entity instead of a mesh, if possible. Or automatically generate ladder meshes.
Also here are some ideas for your addon!
Make it so it can interact with buttons in any way possible. Some maps have elevators.
S W I M
Jump if it’s a shorter path.
Go around ledges unless it needs to fall down then to get to the player quicker.
Also this mod is great! I had fun messing with it!
Imagine this bot with a nav mesh that covered like walls and columns and stuff like that (the stuff he showed that didn't have a nav mesh) and a parkour mod or something like that so you're running and you just see the bot mirror's edge at you
Finally, a NexBot that isn't a goddamn Obunga jpeg.
5:00 red doesnt mean that navmesh is broken, its just un-selected navmesh areas
Somehow even worse than a regular nextbot, it doesn't jump or have any different pathing it just goes for the straighest line toward you shoving props across the map if they get in the way, it even teleports around if it gets stuck. I was really hoping it could at least scale walls like l4d commons
edit: checking it myself the bot can't even kill you if you run in a straight line if you set the speed to anything under ''instantly kills you when you spawn''
It can jump! I just did a bad job showcasing that
@@NecrosVideos I don't think you did a bad job the nextbot is just a sort of lame, I tested the construct secret room and for sure it crouches under the ramp but once you get into the room it backs up and dances around on the floor above, I've only seen it jump once after a couple hours of using it on various maps and that was when it was set to max speed. To see what it can do you'd have to make a map revolved around it I suppose
You should check out my addon again. I've fixed the jumping issues and I've also made it completely customizable.
awesome as always necros!
It's a nextbot functionally except for the crouching
Imagine you on the toilet and then the npc comes out of no where and beats you to death while you are taking a massive dump
I love the vids Necro
If only it was a friendly campaign NPC that finally follows you accuratly
if somebody changed its model to freddy fazbear it would be that one meme where a bear chases somebody down a hallway
once you edited the navigation mesh with the navmesh editor tool always press save navmesh, the button is located at the bottom
It's like a defenitive version of all nextbots.
Giving him spider man abilities like climbing, web slinging might be able to get him anywhere but might have problems like you said in the vid
“Freeman ammo! Here take this medkit!”
bro made a nextbot and tries to brand it as something new 💀
If he never heard of them before and this is brand new to him then my bad
Next bots don't crawl
I feel like that broken ladder has just become part of your construct now you should keep it for the memes
This Nextbot reminds me of the god nextbot Sanic. I love SaNiC :)
Also thanks for uploading these videos, you taught me and my friends a bunch of Addons we didn’t know:)
I’ve always liked how you put every mod you used in the description
You like a map you see? Bam, it’s in the description
See a weapon you like? Also in the description
You need still to open console and nav_generate after using the tool if I remember correctly
That's all you need, you don't need the tool. You can do all the functions the tool can via the console as those commands are baked into the Source engine. You need to restart the map in order to make the mesh work.
i remember watching your toybox review videos in 2013-14 good times
3:38
Was that edit intentional lol? Really cool how the beat dropped there.
Oh my I didn’t even notice! Haha
2:15 This part got me laugh
i like how he says "Yeets it"
this makes me want to look into the capabilities of navmeshes
the gmod version of
Something wicked this way comes
You could make a realistic terminator mod out of this.
@GlorifiedToaster Yeah but its a bit goofy and has its bugs
try to 4:44 make the navmesh in the tower
so... nextbot v2?
W Necros For Covering this!
I am more looking of NPCs tools that can kick and punches like they have sweps on.
The NPC You CAN Get Away From.. | Garry's Mod
I know I'm late, but it should definitely be given a jump similar to that of nextbots, allowing it to get to any height.
"it has infinite health"
me with the no fuck off swep:i see this as an easy win.
With ladder, have you tried holding alt when clicking?
imagine the killer pursuer cant be despawned
He was running from a cop car 6:39
This NPC reminds me of Richard, oh Richard, you freaky scientist
ravenholm has ladder meshes for fast zombies so it should work!
should find an immovable object mod or weld something into the ground. then we'll have the answer to what wins when there is an immovable object vs an unstoppable force
i like how he says its rude to kill him to the npc
This npc make me remember the monster of the movie "it follows" very scary
Late but these tutorials are massively helpful and I’m looking forward to getting a computer toward in the future however I’m still limited to just an ipad sooooooo
wait, i just installed gmod and this "randomly" popped up in my recommendeds?
Welcome to the channel 🙂 RUclips loves sharing this video for some reason.
Check out the bloop npc. Also check out the orange box playermodel
This is kinda like a game version of "It Follows"
So basically a nextbot with a 3d model.
"If you move SLOWER than my running speed you are g one"
They should make a snail thats immortal and it never dies
at least he showed us how to change the pm
you should try out the killer demon (DRG BASE)
Bruh basic obunga can already get from anywhere, although the jumps are a bit weird
Well, at least it's not a png
i have a problem with this mod, and its that every model i put into the model changer even if its a game i have it all ways shows an error
great editing 2:15
all of the items nextbots or maps that I think can help you kill or survive the QTG hacker
inferno
chronos staff
Long devplat revolver
the ruler (with all of the phase)
anti nextbot gun
crucifix (from door's)
ord launcher
linked laser cannon
one punch man punch
traps from death run maps
petrification beam
B- weapon3
QTG admin gun
soda can (and i mean the explosive kind the doom's day kind)
hadron launcher (let see if it works this time)
new god trollge
Nokia 3310 sweps
linux admin gun
xen grenade
mingegod
gm62 nuclear
no f off swep
Offbrand admin system
what was the tool that makes the navmesh??
i found a way to escape the npc
so basically you just have to equip the "remove" tool
Do this but change the model to the snail and make its speed super extremely slow
Name of the mod to generate a mesh for ladders ?
IT WORKS WHEN THE NPC OPTION IGNORE IS ON
NECROSVIDEOS HAS VERY GOOD CONTENT AND MODS! REALLY COOL MOD!
why not just use the l4d2 snpc base? lol, much more smoth and attack anim would be alot sicker
Change it to anything you say?
How about something Wicked from ultrakill
Odessa!!! NOOOOOOOOOOOOO!!!!!!!!!
Sorry its actually called the killar demon cuz it not spelled properly
We are doomed💀💀💀
Necro should do a video on Half-Life 2 Customizable HUD it’s a cool mod from what I’ve tested with it
thinkin bout the dr hax snpc who you couldnt even remove with the console
But does he stand a chance against the ultimate admin gun?
What is different between this type of NPC and png nextbots?
does this work with anymodel. can i make it a strider
SCP-096 "The Shy Guy"
Hey Necros, did you forget to to review the raider npcs?
What would happen if you did the Saitama fists mod?
Hey I need some help i am getting error while Spawning addons Npc.." sorry you cant spawn that npc" any solution?
Hey does anybody know why simfphys is missing?
I can imagine people making it Shrek or in my case Justin Bieber cause for some reason I find that idea funny XD