Since the game reloads the map every time a config is loaded, navmesh modifications can be modified without doing permanent changes to the mesh and saving it. This lets the player mark navmeshes as "To be deleted" which will be completely removed in gameplay, achieving the same functionality as Locked Navmeshes in the original, but at a likely more efficient level. Similarly, door-locked navmeshes can be disconnected from neighboring meshes until the door is opened, at which point it is connected. This will also allow temporary nZombies-only navs, such as shortcuts for zombies.
As long as nav_save is never called during gameplay, these changes will not affect any other gamemode on the same level.
[x] Marking navmeshes and saving into config
[x] Deleting marked navmeshes on load
[x] Dynamically disconnect/reconnect door navmeshes
[ ] Dynamically create new navmesh areas
[ ] Blocking nav_save in gameplay (with warning)
Alternative method
Allow the player modifying the navmesh (permanently), but upon saving, save to a renamed file by first renaming the original, saving, then renaming the new, and renaming the original back to its original name. In gameplay, rename them to load the nZombies file rather than the original.
This method has the potential danger of crashes and other unexpected exits to not rename the files back. It is likely not smart to do this option.
Since the game reloads the map every time a config is loaded, navmesh modifications can be modified without doing permanent changes to the mesh and saving it. This lets the player mark navmeshes as "To be deleted" which will be completely removed in gameplay, achieving the same functionality as Locked Navmeshes in the original, but at a likely more efficient level. Similarly, door-locked navmeshes can be disconnected from neighboring meshes until the door is opened, at which point it is connected. This will also allow temporary nZombies-only navs, such as shortcuts for zombies.
As long as
nav_save
is never called during gameplay, these changes will not affect any other gamemode on the same level.[ ] Blocking
nav_save
in gameplay (with warning)Alternative method
Allow the player modifying the navmesh (permanently), but upon saving, save to a renamed file by first renaming the original, saving, then renaming the new, and renaming the original back to its original name. In gameplay, rename them to load the nZombies file rather than the original.
This method has the potential danger of crashes and other unexpected exits to not rename the files back. It is likely not smart to do this option.