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PathFinding

Nak edited this page May 13, 2022 · 3 revisions

NNN features two different types of systems where both returns a LPathFollow object.
This allows you to choose between the two systems or swap at will.

NodeGraph

Mimics Sources NodeGraph system and load .ain files. The system are also able to pull down hint-nodes, self-patch zone errors and more.

Functions Returns Description
alt textNodeGraph.GetMap() NodeGraph, [AIN_ERROR_*] Returns the nodegraph for the current map and caches it
alt textNodeGraph.LoadAin( fileName = nil ) NodeGraph, [AIN_ERROR_*] Loads the file and returns a nodegraph object. If no files given it will return the current map's nodegraph.
  • AIN_ERROR_VERSIONNUM
  • AIN_ERROR_ZONEPATCH ( This just indecates there was zone-errors in the AIN file, and they got patched )

All NodeGraph functions.

NNN ( NikNaks Navigation )

An alternative to NAV. It is up to 99% smaller filesize than NAV, has more features, allows for flying NPCs and fully Lua based.

⚠️ Still WIP and might have some bugs.

Functions Returns Description
alt textNNN.CreateNew() NNN_Mesh Returns an empty NNN-Mesh.
alt textNNN.Load( String fileName = nil ) NNN_Mesh Loads the NNN file and returns a NNN-Mesh. If no file given, it will load any with the current mapname.
alt textNNN.GenerateFromNav( String NAVFile = nil, String BSPFile = nil ) NNN_Mesh Generates a new NNN-Mesh from the given NAVFile and BSPFile. If no file given, it will load any mathcing the current mapname.

Note: Generating NNN won't make it save. You need to run NNN_Mesh:Save() on it.

All NNN functions

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