func_nav_avoid

Discussion in 'Mapping Questions & Discussion' started by BrokenTripod, Aug 25, 2012.

  1. BrokenTripod

    BrokenTripod L5: Dapper Member

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    Does anyone have any idea how this brush entity is meant to function?

    I've got an MvM map in the works and I've been looking at decompiled versions of decoy and mannworks and it looks like everything is set up right, but the bomb carrier ignores all func_nav_avoid brushes tagged bomb_carrier

    EDIT: Welp, I just realized that it depends on how big your brush is, since you have to cover all the nodes generated by nav_generate. Basically, if it doesn't work, make your brush bigger.
     
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    Last edited: Aug 25, 2012
  2. TravisTouchdown

    TravisTouchdown L2: Junior Member

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    OK

    I know this is an old topic that has probably been forgotten. I just have a question.

    Do I need to make this with a nodraw texture or a trigger texture?
     
  3. Vel0city

    aa Vel0city func_fish

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    Trigger.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    It only matters in the way that it is comfortable for you. So a transparent texture is most recommended. And since trigger is the most used on in maps that one is prefered. However, for func_nav_prerequisite valve did choose a diffirent texture to probably highlight the target zones better.

    The way to go for me would just to follow valve's pattern which in this case would be a trigger texture.
     
  6. henke37

    aa henke37

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    I've seen valve use the striped wallpaper materials.
     
  7. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Thats in mannhattan for the func_nav_prerequisite.