Zh/Nav Mesh/Console commands: Difference between revisions

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{{otherlang2
|jp=Counter-Strike:_Source_Navigation_Mesh_Console_Command_Reference:jp
|en=Navigation_Mesh_Commands
|en=Counter-Strike:_Source_Navigation_Mesh_Console_Command_Reference
|jp=Navigation_Mesh_Commands:jp
|zh-cn=Nav指令大全
}}
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{{Finishtranslation}}
== [[控制台命令|指令]] ==
== [[控制台命令|指令]] ==
为了加快您的工作效率,您可以将这些指令绑定至CFG脚本内。例如, [[Left 4 Dead|Left 4 Dead (L4D)]]的[[Nav mode.cfg (L4D)|nav_mode.cfg]]。
为了加快您的工作效率,您可以将这些指令绑定至CFG脚本内。例如, [[Left 4 Dead|Left 4 Dead (L4D)]]的[[Nav mode.cfg (L4D)|nav_mode.cfg]]。
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* [[nav_mode.cfg|nav_mode.cfg (L4D) - Essential time-saving key binds for nav mesh editing, provided by Valve]]
* [[nav_mode.cfg|nav_mode.cfg (L4D) - Essential time-saving key binds for nav mesh editing, provided by Valve]]


[[Category:Level Design]]
[[Category:Level Design:zh-cn]]
[[Category:To be translated]]
[[Category:To be translated:zh-cn]]

Revision as of 03:08, 29 August 2021

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指令

为了加快您的工作效率,您可以将这些指令绑定至CFG脚本内。例如, Left 4 Dead (L4D)nav_mode.cfg。 注意:区域可以等于导航网络。 词条翻译:求生的兔(OKcf)。欢迎补充修正。

导航网络(网格)生成

nav_mark_walkable
标记一个位置,以这个以这个位置进行生成导航网络(这个仅标记,需要配合nav_generate或nav_generate_incremental生成,一般用后者)。
nav_clear_walkable_marks
消除地图内所有标记点。
nav_generate
为当前地图生成导航网络并保存至磁盘。
nav_generate_incremental
在不改变现有存在nav的情况之下,增加新的导航网络。比如生成的导航网络有些地方没有被覆盖,可以利用这个填充那个部分并且不会修改原有已生成的导航网络。

Note that these new areas will have to be manually connected to the existing mesh.

nav_generate_incremental_range <integer>
设置导航网络一次生成的距离(单位?),以标记点位中心。
nav_auto_build_area
Build out high-precision areas around the edit cursor and create them.
nav_save
保存当前地图的导航网络至磁盘。
nav_analyze
分析当前已生成的导航网络并将其保存至磁盘。分析会更加精确地定义BOT(求生之路则是电脑玩家和感染者)的二阶数据,以更换规划他们的行为系统。
nav_load
为当前地图导入导航网络。

Selection commands

nav_add_to_selected_set
将当前区域添加至所选集合内,通常是光标所指位置。
nav_add_to_selected_set_by_id
将明确的导航网络ID进行选择,一般对于后期处理错误很有帮助。
nav_begin_deselecting
Start continuously removing from the selected set.
nav_end_deselecting
Stop continuously removing from the selected set.
nav_begin_selecting
选择一个批量选择开始点。
nav_end_selecting
选择一个批量选择结束点。
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
选择光标对准的导航网络,通常可以绑定一个按键。例如,nav_mode.cfg 在求生之路1的配置文件内,绑定按键为“z”。
nav_clear_selected_set
取消所有选择的导航网络。
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

nav_delete
删除选择的导航网络。
nav_delete_marked
删除当前标记的区域(如果有。)
nav_split
拆分导航网络,方法是对准某个导航网络,导航网络将会出现一条线,以此条线来拆分导航网络。
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
合并导航网络,需要同高度位置且长度宽度相等。
nav_mark
标记区域或者梯子,以便后续操作。
nav_unmark
取消标记区域或者梯子。
nav_begin_area
手动创建一个导航网络的一个对角,然后以相对方向拖动鼠标以规划区域,输入“nav_end_area”完成创建。
nav_end_area
完成手动创建的导航网络。
nav_connect
连接两个导航网络。选中一个导航网络对准另一个导航网络,并输入此指令。请注意:这样做是单向连接,比如以求生之路为例,上单向连接下,则感染者可以从上下来,但是他们不会从下上去。所以如果你需要双向连接请选择两个导航网络。
nav_disconnect
取消导航网络的连接。
nav_splice
选择两个导航网络,然后输入此指令,由系统自动创建两个导航网络的空缺部分。
nav_corner_select
Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_corner_raise
升高当前选择的导航网络。
nav_corner_lower
降低当前选择的导航网络。
nav_corner_place_on_ground
将导航网络贴紧地面,通常的用于不平整的地形。
nav_begin_shift_xy
Begin shifting the Selected Set.
nav_stop_shift_xy
Finish shifting the Selected Set.
nav_simplify_selected

NAV修正命令

修改某个导航网络的属性,这样被修改的区域可以强制bot进行一些操作,比如在此区域强制下蹲,遵循某路线前进或者是禁止在此区域生成等。像是“mark CROUCH”与命令“nav_crouch”效果一致。例如,在求生之路中,有 属性列表来为求生之路的僵尸生成和电脑人控制进行应用。

mark <attribute>
标记一个区域的属性,像是CROUCH, PRECISE, NO_MOBS等。
nav_clear_attribute <attribute>
清除指定区域属性。
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
标记此区域的BOT必须强制下蹲。
nav_fog_mark
设置选择区域雾的值。
nav_fog_pick
设置选中区域雾的值。
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
标记此区域BOT必须跳跃。
nav_no_jump
标记此区域BOT无法跳跃。
nav_stop
标记进入此区域必须停止。
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

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.

其他指令

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
nav_trouble_report
nav_recompute_flow
nb_delete_all or nb_delete_all <group type>
Removes all NPCs in the game or, if group type is specified, removes group specified. An example group type would be Infected in L4D.
nb_move_to_cursor
Commands NPCs to move to area where the in-game gun crosshair is pointing. This command is useful in testing the movement of any infected or survivors in L4D.

Console Variables

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. 求生之路2 Default is set to 50
nav_blockers_can_affect_flow
求生之路2 Default is set to 1
nav_create_area_at_feet
Anchor nav_begin_area Z to editing player's feet. 求生之路2 Default is set to 0
nav_create_place_on_ground (0 or 1)
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
求生之路2 Default is set to 0.7
nav_corner_adjust_adjacent
Radius used to raise/lower corners in nearby areas when raising/lowering corners. 求生之路2 Default is set to 18
nav_debug_blocked
求生之路2 Default is set to 0
nav_debug_finale_area
求生之路2 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). 求生之路2 Default is set to 10000
nav_draw_limit count
The maximum number of areas to draw in edit mode. 求生之路2 Default is set to 500
nav_edit (0 or 1)
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. 求生之路2 Default is set to 1
nav_flood_select_tolerance
Allowable z distance of selectable areas from the start area. 求生之路2 Default is set to 0
nav_fog_edit
求生之路2 Default is set to 0
nav_generate_fencetops
Autogenerate nav areas on fence and obstacle tops. 求生之路2 Default is set to 1
nav_restart_after_analysis (0 or 1)
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 (0 or 1)
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 (0 or 1)
Show current 'danger' levels.
nav_show_player_counts (0 or 1)
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 (0 or 1)
If set to 1, snap to the nav generation grid when creating new nav areas
nav_split_place_on_ground (0 or 1)
If set to 1, nav areas will be placed flush with the ground when split.
nav_quicksave (0 or 1)
Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.

See also