Eo/Nav Mesh/Console commands: Difference between revisions

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{{langsp|title=Voja reto/Komandoj}}
{{LanguageBar|title = Voja reto/Komandoj}}
{{translate}}
 
{{back|Nav Mesh|Voja reto}}
{{back|Nav Mesh|Voja reto}}
== [[Console command|Komandoj]] ==
== {{L|Console command|Komandoj}} ==
Tiuj komandoj povas ligiĝi al agordo en agordara dosiero por pli rapida laborplano. Ekz. {{l4d|4}} havas [[Nav mode.cfg (L4D)|nav_mode.cfg]].
Tiuj komandoj povas ligiĝi al agordo en agordara dosiero por pli rapida laborplano. Ekz. {{l4d|4}} havas {{L|Nav mode.cfg (L4D)|nav_mode.cfg}}.


=== {{source|4}} ===
=== {{source|4}} ===
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{{warning|{{l4d2}} Using it will delete all JUMP areas and also some random connections scattered around the map. Use it only in the beginning of the nav creation process.}}
{{warning|{{l4d2}} Using it will delete all JUMP areas and also some random connections scattered around the map. Use it only in the beginning of the nav creation process.}}
|- id="nav_generate_incremental_range"
|- id="nav_generate_incremental_range"
| nav_generate_incremental_range '''<[[Integer]]>''' || Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark.
| nav_generate_incremental_range '''<{{L|Integer}}>''' || Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark.
|- id="nav_auto_build_area"
|- id="nav_auto_build_area"
| nav_auto_build_area || Build out high-precision areas around the edit cursor and create them.
| nav_auto_build_area || Build out high-precision areas around the edit cursor and create them.
|- id="nav_save"
|- id="nav_save"
| nav_save || Saves the current Navigation Mesh to a [[NAV]] file.
| nav_save || Saves the current Navigation Mesh to a {{L|NAV}} file.
|- id="nav_load"
|- id="nav_load"
| nav_load || ŝarĝi vojiran reton el la NAV dosiero de la nune ŝarĝita mapo.
| nav_load || ŝarĝi vojiran reton el la NAV dosiero de la nune ŝarĝita mapo.
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| nav_end_drag_selecting || Stop dragging a selection area.
| nav_end_drag_selecting || Stop dragging a selection area.
|- id="nav_toggle_in_selected_set"
|- id="nav_toggle_in_selected_set"
| nav_toggle_in_selected_set || Selects the nav mesh area that the gun in-game crosshair is pointing at. This command is typically bound to a key for sake of convenience. For example, [[Nav mode.cfg (L4D)|nav_mode.cfg]] file found in the L4D config folder binds this command to the Z key.  
| nav_toggle_in_selected_set || Selects the nav mesh area that the gun in-game crosshair is pointing at. This command is typically bound to a key for sake of convenience. For example, {{L|Nav mode.cfg (L4D)|nav_mode.cfg}} file found in the L4D config folder binds this command to the Z key.  
|- id="nav_clear_selected_set"
|- id="nav_clear_selected_set"
| nav_clear_selected_set || Clears selection of all selected nav mesh areas that were visually highlighted. In other words, this command de-selects the nav mesh areas selected.
| nav_clear_selected_set || Clears selection of all selected nav mesh areas that were visually highlighted. In other words, this command de-selects the nav mesh areas selected.
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| nav_corner_select || Select a corner of the currently marked Area. Use multiple times to access all four corners.
| nav_corner_select || Select a corner of the currently marked Area. Use multiple times to access all four corners.
|- id="nav_corner_raise"
|- id="nav_corner_raise"
| nav_corner_raise<br />nav_corner_raise '''<[[Hammer units]]>''' || Raises the selected corner of the currently marked area or selected set.
| nav_corner_raise<br />nav_corner_raise '''<{{L|Hammer units}}>''' || Raises the selected corner of the currently marked area or selected set.
|- id="nav_corner_lower"
|- id="nav_corner_lower"
| nav_corner_lower<br />nav_corner_lower '''<[[Hammer units]]>''' || Lowers the selected corner of the currently marked area or selected set.
| nav_corner_lower<br />nav_corner_lower '''<{{L|Hammer units}}>''' || Lowers the selected corner of the currently marked area or selected set.
|- id="nav_corner_place_on_ground"
|- id="nav_corner_place_on_ground"
| nav_corner_place_on_ground || Places the selected set, selected corner of the currently marked area, or the marked area itself, on the ground.
| nav_corner_place_on_ground || Places the selected set, selected corner of the currently marked area, or the marked area itself, on the ground.
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| nav_simplify_selected || Temporarily forces <code>nav_split_place_on_ground</code> to 1, keeps <code>nav_coplanar_slope_limit_displacement</code> and <nav_coplanar_slope_limit> to at least 0.5, and <code>nav_snap_to_grid</code> to 1. It then strips analyzed data and subdivides the selected areas into 1x1 area, performs <code>nav_generate_incremental</code> on them without generating any areas, and finally recombines them before reselecting the resulting nav areas.
| nav_simplify_selected || Temporarily forces <code>nav_split_place_on_ground</code> to 1, keeps <code>nav_coplanar_slope_limit_displacement</code> and <nav_coplanar_slope_limit> to at least 0.5, and <code>nav_snap_to_grid</code> to 1. It then strips analyzed data and subdivides the selected areas into 1x1 area, performs <code>nav_generate_incremental</code> on them without generating any areas, and finally recombines them before reselecting the resulting nav areas.
|- id="nav_save_selected"
|- id="nav_save_selected"
| nav_save_selected<br />nav_save_selected <code><name></code> || Stores a selected set in a [[KeyValues]] file at <code>maps/<map name or <name>>_selected_<number up to 1000>.txt</code>. <br />{{bug|If <code><name></code> exists, the file is saved with <code>nav_save_selected</code> instead of <code><name></code>.}}
| nav_save_selected<br />nav_save_selected <code><name></code> || Stores a selected set in a {{L|KeyValues}} file at <code>maps/<map name or <name>>_selected_<number up to 1000>.txt</code>. <br />{{bug|hidetested=1|If <code><name></code> exists, the file is saved with <code>nav_save_selected</code> instead of <code><name></code>.}}
|- id="nav_merge_mesh"
|- id="nav_merge_mesh"
| nav_merge_mesh <filename> || Imports nav areas from the specified [[KeyValues]] file in <code>maps/</code>.
| nav_merge_mesh <filename> || Imports nav areas from the specified {{L|KeyValues}} file in <code>maps/</code>.
|}
|}


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Attributes modify the nav area with commands that modify NPC behavior, such as a forced crouch, following a specific path, disallowing spawn, etc. Many attributes also have their own command, such as nav_crouch. The command "mark CROUCH" is the same as the command nav_crouch.<br>
Attributes modify the nav area with commands that modify NPC behavior, such as a forced crouch, following a specific path, disallowing spawn, etc. Many attributes also have their own command, such as nav_crouch. The command "mark CROUCH" is the same as the command nav_crouch.<br>
[[Navigation_Meshes_(L4D)|Attributes]].
{{L|Navigation_Meshes_(L4D)|Attributes}}.
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
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| nav_create_area_at_feet || Anchor nav_begin_area Z to editing player's feet. <br>{{l4d2}} Default is set to 0
| nav_create_area_at_feet || Anchor nav_begin_area Z to editing player's feet. <br>{{l4d2}} Default is set to 0
|- id="nav_create_place_on_ground"
|- id="nav_create_place_on_ground"
| nav_create_place_on_ground '''<[[Boolean]]>''' || If set to 1, nav areas will be placed flush with the ground when created by hand.
| nav_create_place_on_ground '''<{{L|Boolean}}>''' || If set to 1, nav areas will be placed flush with the ground when created by hand.
|- id="nav_coplanar_slope_limit"
|- id="nav_coplanar_slope_limit"
| nav_coplanar_slope_limit '''<Value>''' || Metric to determine whether adjacent walkable samples are planar and can be used to create a single planar nav area.<br>If the dot product of two adjacent candidate's unit normals is equal to or greater than '''<Value>''', they are considered co-planar and can be merged. Therefore, '''<Value>''' can range from 0 to 1.
| nav_coplanar_slope_limit '''<Value>''' || Metric to determine whether adjacent walkable samples are planar and can be used to create a single planar nav area.<br>If the dot product of two adjacent candidate's unit normals is equal to or greater than '''<Value>''', they are considered co-planar and can be merged. Therefore, '''<Value>''' can range from 0 to 1.
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| nav_draw_limit '''<Count>''' || The maximum number of areas to draw in edit mode. <br>{{l4d2}} Default is set to 500
| nav_draw_limit '''<Count>''' || The maximum number of areas to draw in edit mode. <br>{{l4d2}} Default is set to 500
|- id="nav_edit"
|- id="nav_edit"
| nav_edit '''<[[Boolean]]>''' || Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
| nav_edit '''<{{L|Boolean}}>''' || Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
|- id="nav_generate_fixup_jump_areas"
|- id="nav_generate_fixup_jump_areas"
| nav_generate_fixup_jump_areas || Convert obsolete jump areas into 2-way connections. <br>{{l4d2}} Default is set to 1
| nav_generate_fixup_jump_areas || Convert obsolete jump areas into 2-way connections. <br>{{l4d2}} Default is set to 1
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| nav_generate_fencetops || Autogenerate nav areas on fence and obstacle tops. <br>{{l4d2}} Default is set to 1.
| nav_generate_fencetops || Autogenerate nav areas on fence and obstacle tops. <br>{{l4d2}} Default is set to 1.
|- id="nav_restart_after_analysis"
|- id="nav_restart_after_analysis"
| nav_restart_after_analysis '''<[[Boolean]]>''' || If set to 1, when nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
| nav_restart_after_analysis '''<{{L|Boolean}}>''' || If set to 1, when nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
|- id="nav_show_approach_points"
|- id="nav_show_approach_points"
| nav_show_approach_points '''<[[Boolean]]>''' || Show Approach Points in the Navigation Mesh.
| nav_show_approach_points '''<{{L|Boolean}}>''' || Show Approach Points in the Navigation Mesh.
|- id="nav_show_area_info"
|- id="nav_show_area_info"
| nav_show_area_info '''<Duration>''' || Duration in seconds to show nav area ID and attributes while editing
| nav_show_area_info '''<Duration>''' || Duration in seconds to show nav area ID and attributes while editing
|- id="nav_show_danger"
|- id="nav_show_danger"
| nav_show_danger '''<[[Boolean]]>''' || Show current 'danger' levels.
| nav_show_danger '''<{{L|Boolean}}>''' || Show current 'danger' levels.
|- id="nav_show_player_counts"
|- id="nav_show_player_counts"
| nav_show_player_counts '''<[[Boolean]]>''' || Show current player counts in each area.
| nav_show_player_counts '''<{{L|Boolean}}>''' || Show current player counts in each area.
|- id="nav_slope_limit"
|- id="nav_slope_limit"
| nav_slope_limit '''<Z>''' || The ground unit normal's Z component must be greater than this for nav areas to be generated.
| nav_slope_limit '''<Z>''' || The ground unit normal's Z component must be greater than this for nav areas to be generated.
|- id="nav_snap_to_grid"
|- id="nav_snap_to_grid"
| nav_snap_to_grid '''<[[Boolean]]>''' || If set to 1, snap to the nav generation grid when creating new nav areas
| nav_snap_to_grid '''<{{L|Boolean}}>''' || If set to 1, snap to the nav generation grid when creating new nav areas
|- id="nav_split_place_on_ground"
|- id="nav_split_place_on_ground"
| nav_split_place_on_ground '''<[[Boolean]]>''' || If set to 1, nav areas will be placed flush with the ground when split.
| nav_split_place_on_ground '''<{{L|Boolean}}>''' || If set to 1, nav areas will be placed flush with the ground when split.
|- id="nav_quicksave"
|- id="nav_quicksave"
| nav_quicksave '''<[[Boolean]]>''' || Set to one to skip analyzing encounter spots and sniper spots (red lines).<br>In {{tf2}}{{l4ds}}, always keep this enabled.
| nav_quicksave '''<{{L|Boolean}}>''' || Set to one to skip analyzing encounter spots and sniper spots (red lines).<br>In {{tf2}}{{l4ds}}, always keep this enabled.
|}
|}


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== Vidu ankaŭ ==
== Vidu ankaŭ ==
=== Ĝenerala ===
=== Ĝenerala ===
* [[Nav Mesh Editing]]
* {{L|Nav Mesh Editing}}
=== Left 4 Dead Ludoj ===
=== Left 4 Dead Ludoj ===
==== Enkonduko ====
==== Enkonduko ====
* [[L4D Level Design/Nav Meshes]]
* {{L|L4D Level Design/Nav Meshes}}
* [[L4D Level Design/Nav Flow]]
* {{L|L4D Level Design/Nav Flow}}
* [[L4D Level Design/Advanced Nav Editing]]
* {{L|L4D Level Design/Advanced Nav Editing}}
==== Resources ====
==== Resources ====
* [[Navigation Mesh Attributes (L4D)]]
* {{L|Navigation Mesh Attributes (L4D)}}
* [[Left 4 Dead 2 Level Creation]]
* {{L|Left 4 Dead 2 Level Creation}}
* [[nav_mode.cfg|nav_mode.cfg (L4D) - Essential time-saving key binds for nav mesh editing, provided by Valve]]
* {{L|nav_mode.cfg|nav_mode.cfg (L4D) - Essential time-saving key binds for nav mesh editing, provided by Valve}}

Latest revision as of 07:20, 20 May 2025

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Voja reto

Komandoj(en)

Tiuj komandoj povas ligiĝi al agordo en agordara dosiero por pli rapida laborplano. Ekz. Left 4 Dead Left 4 Dead havas nav_mode.cfg(en).

Source Source

Generigo de Voja Reto

Komando Priskribo

Komandoj por Elektigo

Komando ! Priskribo
select_with_attribute Selects/highlights all nav mesh areas marked with one attribute specified.

Komandoj por Redaktado

Command Description

Attribute Modification Commands

Attributes modify the nav area with commands that modify NPC behavior, such as a forced crouch, following a specific path, disallowing spawn, etc. Many attributes also have their own command, such as nav_crouch. The command "mark CROUCH" is the same as the command nav_crouch.
Attributes(en).

Komando Priskribo
clear_attribute <Attribute> Clears attribute specified. If nav_clear_attribute does not work to clear an attribute specified, such as PLAYER_START, this command might work.
wipe_attributes Clears all attributes on the selected part of the nav mesh.
wipe_nav_attributes Clears all nav attributes on the selected part of the nav mesh.

Komandoj por Loka nomo

Komando Priskribo

Diversaj komandoj

Command Description
nb_delete_all
nb_delete_all <Group>
Removes all NPCs in the game or, if group is specified, removes Specified group only. An example group type would be Infected in L4D.
nb_move_to_cursor Commands all NPCs to move to the location of the 3D cursor

Additional Console Variables

Komando Priskribo

Teama Fortreso 2 Teama Fortreso 2

Por Rigardas Atributojn

Cvar/Command Parameters or default value Descriptor Effect
tf_show_actor_potential_visibility 01 <bool> Shows areas potentially visible to a demographic (Purple for both teams, red for RED team, and blue for BLU team).
tf_show_bomb_drop_areas 0 disables, 1 enables Shows areas where BLU bots can get to and can drop the bomb.
tf_show_blocked_areas 0 disables, 1 enables Shows areas blocked by a demographic (Purple for both teams, red for RED team, blue for BLU team).
tf_show_control_points 0 disables, 1 enables Show areas that a control point (not payload) is on in yellow, and adjacent areas in dark yellow.
tf_show_in_combat_areas 0 disables, 1 enables Shows areas that are in combat from dark red to red depending on the amount of combat.
tf_show_enemy_invasion_areas 0 disables, 1 enables Shows the areas that the enemy team will invade.
tf_show_incursion_flow 0 disables, 1 enables Shows paths (as vectors within tf_show_incursion_flow_range) a team takes to get to the capturable point (1 shows RED team paths, 2 shows BLU team paths).
tf_show_sentry_danger integer how sentry danger areas (colored red for RED sentries and blue for BLU sentries). 1:Use m_sentryAreas. 2:Check all nav areas.
tf_show_sniper_spots 0 disables, 1 enables Shows (purple for both teams, red for RED team, and blue for BLUE team) areas that aren't within tf_show_sniper_areas_safety_range units of the enemy invasion area.
tf_show_sniper_areas_safety_range 0 disables, 1 enables The range in which sniper spots withinin the invasion areas are not shown through tf_show_sniper_spots.
tf_show_train_path 0 disables, 1 enables Shows the train track path for the payload cart.
tf_show_incursion_flow_gradient integer Shows the path a team takes to get to the capture-able point as gradient colors (1 shows RED team paths in red, 2 shows BLU team paths in blue).
tf_show_incursion_flow_range integer The range in which incursion flow vectors are visible.
tf_show_incursion_range 0 disables, 1 enables Highlight areas with incursion distances between tf_show_incursion_range_min and tf_show_incursion_range_max cvar values.
tf_show_incursion_range_min Hammer units Minimum range to show incursion distances within with tf_show_incursion_range.
tf_show_incursion_range_max Hammer units Maximum range to show incursion distances within with tf_show_incursion_range.

Vidu ankaŭ

Ĝenerala

Left 4 Dead Ludoj

Enkonduko

Resources