So now we want to connect our new area on top of the single crate, with an existing area on the floor next to the crate therefore allowing bots to jump onto the crate. When you're happy with size and shape of the rectangle, type in bot_nav_end_area to create a new navigation area. When you leave the console, you should now see a light-blue rectangle extending from where you had the 3D-crosshair when you typed the command, to where the 3D-crosshair is now: Now, in the console type bot_nav_begin_area. Then aim down at the lid of the crate and make sure that the little, white 3D-crosshair is sitting on any corner of the top of the lid (if it isn't sitting on the lid then the area won't be created on the crate). To do this, I'll start by adding a new coloured-rectangle on top of the single crate. a Creating new areas for bots to navigate inIn this scenario, I want the bots to jump onto the crates, and then onto the catwalk. With several commands, I will show you how you can create a path which bots may use to navigate onto the catwalk.ĥ. With the default NAV file, there will be no connection between the catwalk and the main floor. To show you the different functions of navigation meshes, I will be editing the NAV file of a small map I made with Hammer.Īs you can see, the map has a metal over-hanging catwalk. Further commands will now affect that rectangle no matter where you are aiming. A high pitched beep will sound, and the rectangle will glow white. If you would like to keep that rectangle selected, even when not aiming at it, type in the console bot_nav_mark. You don't need to click on anything at all. Moving your crosshair over a rectangle will turn it yellow. Selecting the areasThe coloured rectangles are where the bots can move around, to reach critical points in the map. When you leave the console and look around the map, you should see multiple, coloured rectangles all over the floors of your map (See image below):Ĥ. Then, type in bot_nav_edit 1 and hit Enter again to begin editing. If you have bots currently playing in your game, type in bot_kick and press Enter to remove them from your map. Going into edit modeSo to start editing, open up your Counter-Strike's command console by pressing ~.
This is where you need to take action and edit the NAV file, to improve the flow of your map's game-play.ģ. The issue with this however, is sometimes the "auto-navigation-creator" misses a connection between NAV areas (especially when it comes to big changes in elevation), or doesn't make a very smooth path for the bots to use. This is basically Counter-Strike's method of automatically creating a NAV file. You've probably noticed that when you play a new map for the first time with bots, you will need to wait a few moments for the game to analyze the map thus allowing the bots to navigate.
You need to do it in-game (obviously without any players / bots or you'd keep dying when in the middle of modifying). Well the fact is, you can't edit them with Hammer. So you might be wondering: how the heck do I edit NAV files? I can't see anything to do with bots in Valve Hammer Editor! In this tutorial however, I will go through a step-by-step method of implementing them practically in your map.
It will be your best friend when it comes to editing bot-navigation files, as it includes all the functions needed to edit them, plus how to use them. This is why I've decided I would do a tutorial on modifying NAV files.īefore I start, I want to show you this PDF: It may seem like a minor feature, but it really makes a difference when playing with bots. I've noticed that far too many maps for CS on Game Banana don't have their own navigation files written for them. a Creating new areas for bots to navigate in
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