Nav Mesh/Console commands: Difference between revisions
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=== Mesh generation === | === Mesh generation === | ||
{| class="wikitable" | |||
|- | |||
! Command !! Description | |||
|- | |||
| nav_mark_walkable || Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. | |||
|- | |||
| nav_clear_walkable_marks || Erase any previously placed walkable positions. | |||
|- | |||
| nav_generate || Generate a Navigation Mesh for the current map and save it to disk. | |||
|- | |||
| nav_generate_incremental || Run the generation process again without altering the existing mesh. If there are additional walkable areas and/or walkable marks, new areas will be generated and added to the mesh. Note that these new areas will have to be manually connected to the existing mesh. | |||
|- | |||
| nav_generate_incremental_range '''<[[Integer]]>''' || Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark. | |||
|- | |||
| nav_auto_build_area || Build out high-precision areas around the edit cursor and create them. | |||
|- | |||
| nav_save || Saves the current Navigation Mesh to disk. | |||
|- | |||
| nav_analyze || Loads the Navigation Mesh for the current map. | |||
|} | |||
=== Selection commands === | === Selection commands === | ||
{| class="wikitable" | |||
|- | |||
! Command !! Description | |||
|- | |||
| nav_add_to_selected_set || Add current area to the selected set. Usually the area selected is the one pointed at. | |||
|- | |||
| nav_add_to_selected_set_by_id || Selects the nav by area number / id. This is useful for reports in the console regarding UpdateBlocked and possible flow errors. | |||
|- | |||
| nav_begin_deselecting || Start continuously removing from the selected set. | |||
|- | |||
| nav_end_deselecting || Stop continuously removing from the selected set. | |||
|- | |||
| nav_begin_selecting || Start continuously adding to the selected set. | |||
|- | |||
| nav_end_selecting || Stop continuously adding to the selected set. | |||
|- | |||
| nav_begin_drag_deselecting || Start dragging a selection area. | |||
|- | |||
| nav_end_drag_deselecting || Stop dragging a selection area. | |||
|- | |||
| nav_begin_drag_selecting || Start dragging a selection area. | |||
|- | |||
| nav_end_drag_selecting || Stop dragging a selection area. | |||
|- | |||
| 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_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_flood_select || Selects/highlights all nav meshes that are connected, starting with the nav mesh that the in-game gun crosshair is pointing at. This does not mean that all nav mesh areas are selected. | |||
|- | |||
| select_with_attribute || Selects/highlights all nav mesh areas marked with one attribute specified. | |||
|} | |||
=== Editing commands === | === Editing commands === | ||
{| class="wikitable" | |||
|- | |||
! Command !! Description | |||
|- | |||
| nav_delete || Deletes the currently highlighted Area. | |||
|- | |||
| nav_delete_marked || Deletes the currently marked Area (if any). | |||
|- | |||
| nav_split || To split an Area into two, align the split line using your cursor and invoke the split command. | |||
|- | |||
| nav_make_sniper_spots || Chops the marked area into disconnected sub-areas suitable for sniper spots. | |||
|- | |||
| nav_chop_selected || Chops all selected areas into their component 1x1 areas | |||
|- | |||
| nav_merge || To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. | |||
|- | |||
| nav_mark || Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. | |||
|- | |||
| nav_unmark || Clears the marked Area or Ladder. | |||
|- | |||
| nav_begin_area || Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command. | |||
|- | |||
| nav_end_area || Defines the second corner of a new Area or Ladder and creates it. | |||
|- | |||
| nav_connect || To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ''one-way'' connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. | |||
|- | |||
| nav_disconnect || To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. | |||
|- | |||
| nav_splice || To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. | |||
|- | |||
| nav_corner_select || Select a corner of the currently marked Area. Use multiple times to access all four corners. | |||
|- | |||
| nav_corner_raise || Raise the selected corner of the currently marked Area. | |||
|- | |||
| nav_corner_lower || Lower the selected corner of the currently marked Area. | |||
|- | |||
| nav_corner_place_on_ground || Places the selected corner of the currently marked Area on the ground. | |||
|- | |||
| nav_begin_shift_xy || Begin shifting the Selected Set. | |||
|- | |||
| nav_stop_shift_xy || Finish shifting the Selected Set. | |||
|- | |||
| nav_simplify_selected || {{Todo|Explain}} | |||
|} | |||
=== Bot navigation modification commands === | === Bot navigation 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.<br> | |||
[[Navigation_Meshes_(L4D)|Attributes]]. for {{l4d}} {{l4d2}}. | |||
{| class="wikitable" | |||
|- | |||
! Command !! Description | |||
|- | |||
| mark '''<Attribute>''' || Marks the area with an attribute, such as CROUCH, PRECISE, NO_MOBS, etc. | |||
|- | |||
| nav_clear_attribute '''<Attribute>''' || Clears attribute specified. If clear_attribute does not work to clear an attribute specified, this command might work. | |||
|- | |||
| 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 | |||
|- | |||
| nav_crouch || Toggles the 'must crouch in this area' flag used by the AI system. | |||
|- | |||
| nav_fog_mark || Sets fog value for selected areas. | |||
|- | |||
| nav_fog_pick || Sets fog value for selected areas. | |||
|- | |||
| nav_fog_select_place || Selects all areas with the given fog place. | |||
|- | |||
| nav_gen_cliffs_approx || Mark cliff areas, post-processing approximation. | |||
|- | |||
| nav_precise || Toggles the 'don't avoid obstacles' flag used by the AI system. | |||
|- | |||
| nav_jump || Toggles the 'traverse this area by jumping' flag used by the AI system. | |||
|- | |||
| nav_no_jump || Toggles the 'don't jump in this area' flag used by the AI system. | |||
|- | |||
| nav_stop || Toggles the 'must stop when entering this area' flag used by the AI system. | |||
|- | |||
| nav_walk || Toggles the 'traverse this area by walking' flag used by the AI system. | |||
|- | |||
| nav_run || Toggles the 'traverse this area by running' flag used by the AI system. | |||
|- | |||
| nav_avoid || Toggles the 'avoid this area when possible' flag used by the AI system. | |||
|- | |||
| nav_transient || Toggles the 'area is transient and may become blocked' flag used by the AI system. | |||
|- | |||
| nav_dont_hide || Toggles the 'area is not suitable for hiding spots' flag used by the AI system. | |||
|- | |||
| nav_stand || Toggles the 'stand while hiding' flag used by the AI system. | |||
|- | |||
| nav_no_hostages || Toggles the 'hostages cannot use this area' flag used by the AI system. | |||
|} | |||
=== Place name commands === | === Place name commands === | ||
{| class="wikitable" | |||
|- | |||
! Command !! Description | |||
|- | |||
| nav_use_place || If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. | |||
|- | |||
| nav_place_replace || Replaces all instances of the first place with the second place. | |||
|- | |||
| nav_place_list || Lists all place names used in the map. | |||
|- | |||
| nav_toggle_place_mode || Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. | |||
|- | |||
| nav_set_place_mode || Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. | |||
|- | |||
| nav_place_floodfill || Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. | |||
|- | |||
| nav_place_pick || Sets the current Place to the Place of the Area under the cursor. | |||
|- | |||
| nav_toggle_place_painting || Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. | |||
|- | |||
| nav_mark_unnamed || Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. | |||
|} | |||
=== Other commands === | === Other commands === | ||
{| class="wikitable" | |||
|- | |||
! Command !! Description | |||
|- | |||
| nav_check_file_consistency || Scans the maps directory and reports any missing/out-of-date navigation files. | |||
|- | |||
| nav_check_connectivity || Reports any areas that aren't connected to every hostage rescue zone and bomb site in the map. | |||
|- | |||
| nav_update_blocked || Updates the blocked/unblocked status for every nav area. | |||
|- | |||
| nav_check_floor || Updates the blocked/unblocked status for every nav area. | |||
|- | |||
| nav_check_stairs || Update the nav mesh STAIRS attribute | |||
|- | |||
| nav_fog_print_used || Prints out the list of fog names used in the map. | |||
|- | |||
| nav_fog_set || If used without arguments, all available Fog values will be listed. If a Fog argument is given, the current Fog is set. | |||
|- | |||
| nav_fix_playerclips || Fixup nodes marked with NAV_PLAYERCLIP. | |||
|- | |||
| nav_remove_unused_jump_areas || Removes jump areas with at most 1 connection to a ladder or non-jump area. | |||
|- | |||
| nav_strip || Strips all Hiding Spots, Approach Points, and Encounter Spots from all Areas in the mesh. | |||
|- | |||
| nav_warp_to_mark || Warps the player to the marked area. | |||
|- | |||
| nav_ladder_flip || Flips the selected ladder's direction. | |||
|- | |||
| nav_compress_id || Re-orders area and ladder ID's so they are continuous. | |||
|- | |||
| nav_show_ladder_bounds || Draws the bounding boxes of all func_ladders in the map. | |||
|- | |||
| nav_build_ladder || Attempts to build a nav ladder on the climbable surface under the cursor. | |||
|- | |||
| nav_gui || {{Todo|Explain}} | |||
|- | |||
| nav_trouble_report || {{Todo|Explain}} | |||
|- | |||
| nav_recompute_flow || {{Todo|Explain}} | |||
|- | |||
| nb_delete_all<br>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 || {{Todo|Explain}} | |||
|} | |||
==Other Cvars and Commands== | |||
{| class="wikitable" | |||
|- | |||
! Command !! Description | |||
|- | |||
| nav_area_bgcolor '''<R G B A>''' || RGBA color to draw as the background color for nav areas while editing. | |||
|- | |||
| nav_area_max_size || Max area size created in nav generation. <br>{{l4d2}} Default is set to 50 | |||
|- | |||
| nav_blockers_can_affect_flow || {{l4d2}} Default is set to 1 | |||
|- | |||
| nav_create_area_at_feet || Anchor nav_begin_area Z to editing player's feet. <br>{{l4d2}} Default is set to 0 | |||
|- | |||
| nav_create_place_on_ground '''<[[Boolean]]>''' || If set to 1, nav areas will be placed flush with the ground when created by hand. | |||
|- | |||
| 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_displacement || {{l4d2}} Default is set to 0.7 | |||
|- | |||
| nav_corner_adjust_adjacent || Radius used to raise/lower corners in nearby areas when raising/lowering corners. <br>{{l4d2}} Default is set to 18 | |||
|- | |||
| nav_debug_blocked || {{l4d2}} Default is set to 0 | |||
|- | |||
| nav_debug_finale_area || {{l4d2}} Show extents of finale area and selected finale center. Most likely designed specifically for L4D Series. Default is set to 0 | |||
|- | |||
| nav_displacement_test || Checks for nodes embedded in displacements (useful for in-development maps). <br>{{l4d2}} Default is set to 10000 | |||
|- | |||
| nav_draw_limit '''<Count>''' || The maximum number of areas to draw in edit mode. <br>{{l4d2}} Default is set to 500 | |||
|- | |||
| nav_edit '''<[[Boolean]]>''' || Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. | |||
|- | |||
| nav_generate_fixup_jump_areas || Convert obsolete jump areas into 2-way connections. <br>{{l4d2}} Default is set to 1 | |||
|- | |||
| nav_flood_select_tolerance || Allowable z distance of selectable areas from the start area. <br>{{l4d2}} Default is set to 0 | |||
|- | |||
| nav_fog_edit || {{l4d2}} Default is set to 0 | |||
|- | |||
| nav_generate_fencetops || Autogenerate nav areas on fence and obstacle tops. <br>{{l4d2}} Default is set to 1. | |||
|- | |||
| 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_show_approach_points '''<[[Boolean]]>''' || Show Approach Points in the Navigation Mesh. | |||
|- | |||
| nav_show_area_info '''<Duration>''' || Duration in seconds to show nav area ID and attributes while editing | |||
|- | |||
| nav_show_danger '''<[[Boolean]]>''' || Show current 'danger' levels. | |||
|- | |||
| nav_show_player_counts '''<[[Boolean]]>''' || Show current player counts in each area. | |||
|- | |||
| nav_slope_limit '''<Z>''' || The ground unit normal's Z component must be greater than this for nav areas to be generated. | |||
|- | |||
| nav_snap_to_grid '''<[[Boolean]]>''' || If set to 1, snap to the nav generation grid when creating new nav areas | |||
|- | |||
| nav_split_place_on_ground '''<[[Boolean]]>''' || If set to 1, nav areas will be placed flush with the ground when split. | |||
|- | |||
| nav_quicksave '''<[[Boolean]]>''' || Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. | |||
|} | |||
== See also == | == See also == | ||
* [[Left 4 Dead 2 Level Creation]] | * [[Left 4 Dead 2 Level Creation]] |
Revision as of 04:22, 3 March 2021
Commands
These commands can be bound to a key in a config file for faster workflow. For example, Left 4 Dead (L4D) has nav_mode.cfg.
Mesh generation
Command | Description |
---|---|
nav_mark_walkable | Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. |
nav_clear_walkable_marks | Erase any previously placed walkable positions. |
nav_generate | Generate a Navigation Mesh for the current map and save it to disk. |
nav_generate_incremental | Run the generation process again without altering the existing mesh. If there are additional walkable areas and/or walkable marks, new areas will be generated and added to the mesh. Note that these new areas will have to be manually connected to the existing mesh. |
nav_generate_incremental_range <Integer> | Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark. |
nav_auto_build_area | Build out high-precision areas around the edit cursor and create them. |
nav_save | Saves the current Navigation Mesh to disk. |
nav_analyze | Loads the Navigation Mesh for the current map. |
Selection commands
Command | Description |
---|---|
nav_add_to_selected_set | Add current area to the selected set. Usually the area selected is the one pointed at. |
nav_add_to_selected_set_by_id | Selects the nav by area number / id. This is useful for reports in the console regarding UpdateBlocked and possible flow errors. |
nav_begin_deselecting | Start continuously removing from the selected set. |
nav_end_deselecting | Stop continuously removing from the selected set. |
nav_begin_selecting | Start continuously adding to the selected set. |
nav_end_selecting | Stop continuously adding to the selected set. |
nav_begin_drag_deselecting | Start dragging a selection area. |
nav_end_drag_deselecting | Stop dragging a selection area. |
nav_begin_drag_selecting | Start dragging a selection area. |
nav_end_drag_selecting | Stop dragging a selection area. |
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 file found in the L4D config folder binds this command to the Z key. |
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_flood_select | Selects/highlights all nav meshes that are connected, starting with the nav mesh that the in-game gun crosshair is pointing at. This does not mean that all nav mesh areas are selected. |
select_with_attribute | Selects/highlights all nav mesh areas marked with one attribute specified. |
Editing commands
Command | Description |
---|---|
nav_delete | Deletes the currently highlighted Area. |
nav_delete_marked | Deletes the currently marked Area (if any). |
nav_split | To split an Area into two, align the split line using your cursor and invoke the split command. |
nav_make_sniper_spots | Chops the marked area into disconnected sub-areas suitable for sniper spots. |
nav_chop_selected | Chops all selected areas into their component 1x1 areas |
nav_merge | To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. |
nav_mark | Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. |
nav_unmark | Clears the marked Area or Ladder. |
nav_begin_area | Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command. |
nav_end_area | Defines the second corner of a new Area or Ladder and creates it. |
nav_connect | To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a one-way connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. |
nav_disconnect | To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. |
nav_splice | To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. |
nav_corner_select | Select a corner of the currently marked Area. Use multiple times to access all four corners. |
nav_corner_raise | Raise the selected corner of the currently marked Area. |
nav_corner_lower | Lower the selected corner of the currently marked Area. |
nav_corner_place_on_ground | Places the selected corner of the currently marked Area on the ground. |
nav_begin_shift_xy | Begin shifting the Selected Set. |
nav_stop_shift_xy | Finish shifting the Selected Set. |
nav_simplify_selected | Todo: Explain
|
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. for
.
Command | Description |
---|---|
mark <Attribute> | Marks the area with an attribute, such as CROUCH, PRECISE, NO_MOBS, etc. |
nav_clear_attribute <Attribute> | Clears attribute specified. If clear_attribute does not work to clear an attribute specified, this command might work. |
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 |
nav_crouch | Toggles the 'must crouch in this area' flag used by the AI system. |
nav_fog_mark | Sets fog value for selected areas. |
nav_fog_pick | Sets fog value for selected areas. |
nav_fog_select_place | Selects all areas with the given fog place. |
nav_gen_cliffs_approx | Mark cliff areas, post-processing approximation. |
nav_precise | Toggles the 'don't avoid obstacles' flag used by the AI system. |
nav_jump | Toggles the 'traverse this area by jumping' flag used by the AI system. |
nav_no_jump | Toggles the 'don't jump in this area' flag used by the AI system. |
nav_stop | Toggles the 'must stop when entering this area' flag used by the AI system. |
nav_walk | Toggles the 'traverse this area by walking' flag used by the AI system. |
nav_run | Toggles the 'traverse this area by running' flag used by the AI system. |
nav_avoid | Toggles the 'avoid this area when possible' flag used by the AI system. |
nav_transient | Toggles the 'area is transient and may become blocked' flag used by the AI system. |
nav_dont_hide | Toggles the 'area is not suitable for hiding spots' flag used by the AI system. |
nav_stand | Toggles the 'stand while hiding' flag used by the AI system. |
nav_no_hostages | Toggles the 'hostages cannot use this area' flag used by the AI system. |
Place name commands
Command | Description |
---|---|
nav_use_place | If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. |
nav_place_replace | Replaces all instances of the first place with the second place. |
nav_place_list | Lists all place names used in the map. |
nav_toggle_place_mode | Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. |
nav_set_place_mode | Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. |
nav_place_floodfill | Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. |
nav_place_pick | Sets the current Place to the Place of the Area under the cursor. |
nav_toggle_place_painting | Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. |
nav_mark_unnamed | Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. |
Other commands
Command | Description |
---|---|
nav_check_file_consistency | Scans the maps directory and reports any missing/out-of-date navigation files. |
nav_check_connectivity | Reports any areas that aren't connected to every hostage rescue zone and bomb site in the map. |
nav_update_blocked | Updates the blocked/unblocked status for every nav area. |
nav_check_floor | Updates the blocked/unblocked status for every nav area. |
nav_check_stairs | Update the nav mesh STAIRS attribute |
nav_fog_print_used | Prints out the list of fog names used in the map. |
nav_fog_set | If used without arguments, all available Fog values will be listed. If a Fog argument is given, the current Fog is set. |
nav_fix_playerclips | Fixup nodes marked with NAV_PLAYERCLIP. |
nav_remove_unused_jump_areas | Removes jump areas with at most 1 connection to a ladder or non-jump area. |
nav_strip | Strips all Hiding Spots, Approach Points, and Encounter Spots from all Areas in the mesh. |
nav_warp_to_mark | Warps the player to the marked area. |
nav_ladder_flip | Flips the selected ladder's direction. |
nav_compress_id | Re-orders area and ladder ID's so they are continuous. |
nav_show_ladder_bounds | Draws the bounding boxes of all func_ladders in the map. |
nav_build_ladder | Attempts to build a nav ladder on the climbable surface under the cursor. |
nav_gui | Todo: Explain
|
nav_trouble_report | Todo: Explain
|
nav_recompute_flow | Todo: Explain
|
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 | Todo: Explain
|
Other Cvars and Commands
Command | Description |
---|---|
nav_area_bgcolor <R G B A> | RGBA color to draw as the background color for nav areas while editing. |
nav_area_max_size | Max area size created in nav generation. ![]() |
nav_blockers_can_affect_flow | ![]() |
nav_create_area_at_feet | Anchor nav_begin_area Z to editing player's feet. ![]() |
nav_create_place_on_ground <Boolean> | If set to 1, nav areas will be placed flush with the ground when created by hand. |
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. 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_displacement | ![]() |
nav_corner_adjust_adjacent | Radius used to raise/lower corners in nearby areas when raising/lowering corners. ![]() |
nav_debug_blocked | ![]() |
nav_debug_finale_area | ![]() |
nav_displacement_test | Checks for nodes embedded in displacements (useful for in-development maps). ![]() |
nav_draw_limit <Count> | The maximum number of areas to draw in edit mode. ![]() |
nav_edit <Boolean> | Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. |
nav_generate_fixup_jump_areas | Convert obsolete jump areas into 2-way connections. ![]() |
nav_flood_select_tolerance | Allowable z distance of selectable areas from the start area. ![]() |
nav_fog_edit | ![]() |
nav_generate_fencetops | Autogenerate nav areas on fence and obstacle tops. ![]() |
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_show_approach_points <Boolean> | Show Approach Points in the Navigation Mesh. |
nav_show_area_info <Duration> | Duration in seconds to show nav area ID and attributes while editing |
nav_show_danger <Boolean> | Show current 'danger' levels. |
nav_show_player_counts <Boolean> | Show current player counts in each area. |
nav_slope_limit <Z> | The ground unit normal's Z component must be greater than this for nav areas to be generated. |
nav_snap_to_grid <Boolean> | If set to 1, snap to the nav generation grid when creating new nav areas |
nav_split_place_on_ground <Boolean> | If set to 1, nav areas will be placed flush with the ground when split. |
nav_quicksave <Boolean> | Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. |