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{{lang|Nav Mesh Commands}}{{ | {{lang|Nav Mesh Commands}} | ||
{{back|Nav Mesh:zh-cn | {{Translate in Progress:zh-cn}} | ||
本页面由[[User:1416006136|大康]]更新翻译于2022年4月9日。部分内容由机器翻译。 | |||
---- | |||
{{back|Nav Mesh}} | |||
== [[Console command|命令]] == | |||
这些命令可以绑定到配置文件中的键以加快工作流程。例如,[[Left 4 Dead:zh-cn|求生之路 (L4D)]] 具有 [[Nav mode.cfg (L4D)|nav_mode.cfg]]。 | |||
==[[ | === 网格生成 === | ||
{| class="wikitable" | |||
|- | |||
! 命令 !! 描述 | |||
|- | |||
| nav_mark_walkable || 将当前位置标记为可行走的位置。这些位置在对地图进行采样以生成导航网格时用作种子位置。 | |||
|- | |||
| nav_clear_walkable_marks || 擦除任何以前放置的可行走区域标记。 | |||
|- | |||
| nav_generate || 为当前地图生成导航网格并将其保存到磁盘。{{ent|nav_quicksave}}确定生成的信息量。 | |||
|- | |||
| nav_generate_incremental || 从可行走区域而不是在整个网格上运行生成过程。新创建的区域通常会连接到预先存在的区域。 | |||
|- | |||
| nav_generate_incremental_range '''<[[Integer]]>''' || 在指定范围内生成导航网格(单位?)。生成中心由可行走区域标记定义。 | |||
|- | |||
| nav_auto_build_area || 在编辑光标周围构建高精度区域并创建它们。 | |||
|- | |||
| nav_save || 将当前导航网格保存到 [[NAV]] 文件。 | |||
|- | |||
| nav_load || 从当前地图的 [[NAV]] 文件加载导航网格。 | |||
|- | |||
| nav_analyze || 加载当前地图的导航网格。{{ent|nav_quicksave}}确定生成的信息量。 | |||
|} | |||
=== | === 选择命令 === | ||
{| class="wikitable" | |||
: | |- | ||
! 命令 !! 描述 | |||
: | |- | ||
| nav_add_to_selected_set || 将当前区域添加到选定集<sup>①</sup>。通常选择的区域是指向的区域。 | |||
|- | |||
| nav_add_to_selected_set_by_id || 按区域编号/id 选择导航。这对于控制台中有关 UpdateBlocked 和可能的流<sup>②</sup>错误的报告很有用。 | |||
|- | |||
| nav_begin_deselecting || 开始从选定的集合中连续删除。 | |||
|- | |||
| nav_end_deselecting || 停止从选定的集合中连续删除。 | |||
|- | |||
| nav_begin_selecting || 开始不断地添加到选定的集合。 | |||
|- | |||
| nav_end_selecting || 停止不断地添加到选定的集合。 | |||
|- | |||
| nav_begin_drag_deselecting || 开始拖动(取消)选择区域。 | |||
|- | |||
| nav_end_drag_deselecting || 停止拖动(取消)选择区域。 | |||
|- | |||
| nav_begin_drag_selecting || 开始拖动选择区域。 | |||
|- | |||
| nav_end_drag_selecting || 停止拖动选择区域。 | |||
|- | |||
| nav_toggle_in_selected_set || 选择游戏中枪的十字准心所指向的导航网格区域。为方便起见,此命令通常绑定到一个键。例如,在 L4D 配置文件夹中找到的 [[Nav mode.cfg (L4D)|nav_mode.cfg]] 文件将此命令绑定到 Z 键。 | |||
|- | |||
| nav_clear_selected_set || 清除对视觉突出显示的所有选定导航网格区域的选择。换句话说,此命令取消选择选定的导航网格区域。(译者注:其实就是取消选择所有导航网格) | |||
|- | |||
| nav_flood_select || 选择/突出显示所有连接的导航网格,从游戏中枪十字准心指向的导航网格开始。这并不意味着选择了所有导航网格区域。 | |||
|- | |||
| select_with_attribute || 选择/突出显示所有标记有指定属性的导航网格区域。 | |||
|} | |||
<sub>——————<br>①选定集:已选中的导航网格的合集,原文为"selection set"。<br>②流:指导航流(Flow)。</sub> | |||
=== 编辑命令 === | |||
{| class="wikitable" | |||
|- | |||
! 命令 !! 描述 | |||
|- | |||
| nav_delete || 删除当前突出显示、标记的区域或选定集。 | |||
|- | |||
| nav_delete_marked || 删除当前标记的区域(如果有)。 | |||
|- | |||
| nav_split || 要将区域一分为二,请使用光标对齐分割线并调用分割命令。 | |||
|- | |||
| nav_subdivide || 划分选定的集合或十字准心悬停的区域。 | |||
|- | |||
| nav_make_sniper_spots || 将标记区域切割成适合狙击点的不相连的子区域。 | |||
|- | |||
| nav_chop_selected || 将所有选定区域切成其组件 1x1 区域 | |||
|- | |||
| nav_merge || 要将两个区域合并为一个,请标记第一个区域,通过将光标指向第二个区域来突出显示第二个区域,然后调用合并命令。 | |||
|- | |||
| nav_mark || 标记光标下的区域或梯子,以便后续编辑命令进行操作。 | |||
|- | |||
| nav_unmark || 清除标记的区域或梯子。 | |||
|- | |||
| nav_begin_area || 定义新区域或梯子的角。要完成创建网格,请将对角拖动到所需位置并发出“nav_end_area”命令。 {{note:zh-cn|通过此方法创建的区域将双向连接到预先标记的区域。}} | |||
|- | |||
| nav_end_area || 定义新区域或梯子的第二个角并创建它。 | |||
|- | |||
| nav_connect || 创建从标记区域到第二个区域的“单向”连接。要进行双向连接,还将第二个区域连接到第一个区域。 | |||
{{note:zh-cn|在选定的集合中,<code>nav_connect</code>将尝试将第一个选定区域双向连接到每个随后选定的区域。}} | |||
|- | |||
| nav_disconnect || 删除标记区域和突出显示区域之间的连接。 | |||
{{note:zh-cn|在选定集中,<code>nav_disconnect</code>将尝试断开第一个选定区域与每个随后选定区域之间的连接。}} | |||
|- | |||
| nav_disconnect_outgoing_oneways || 断开突出显示区域或选定集的所有传出单向连接。 | |||
|- | |||
| nav_splice || 在标记/选定区域和突出显示/标记区域之间创建一个联合区域。 | |||
|- | |||
| nav_corner_select || 选择当前标记区域的一角。多次使用以访问所有四个角。 | |||
|- | |||
| nav_corner_raise<br />nav_corner_raise '''<[[Hammer units|Hammer 单位]]>''' || 升高当前标记区域或选定集的选定角。 | |||
|- | |||
| nav_corner_lower<br />nav_corner_lower '''<[[Hammer units|Hammer 单位]]>''' || 降低当前标记区域或选定集的选定角。 | |||
|- | |||
| nav_corner_place_on_ground || 将选定集、当前标记区域的选定角或标记区域本身放置在地面上。 | |||
|- | |||
| nav_shift <x, y, z> || 按指定量移动选定区域。 | |||
|- | |||
| nav_begin_shift_xy || 开始移动选定集。 | |||
|- | |||
| nav_end_shift_xy || 完成移动选定集。 | |||
|- | |||
| nav_simplify_selected || 暂时强制<code>nav_split_place_on_ground</code>为 1,保持<code>nav_coplanar_slope_limit_displacement</code>和<nav_coplanar_slope_limit>至少为 0.5,并且<code>nav_snap_to_grid</code>为 1。然后它会剥离分析的数据并细分将选定的区域分成 1x1 区域,对它们执行<code>nav_generate_incremental</code>而不生成任何区域,最后在重新选择生成的导航区域之前重新组合它们。(译者注:即简化选择区域) | |||
|- | |||
| nav_save_selected<br />nav_save_selected <code><名称></code> || 将选定集存储在<code>maps/<地图名或<名称>>_selected_<数量最高为1000>.txt</code><sup>①</sup>的[[KeyValues|键值]]文件中。 <br />{{bug:zh-cn|如果<code><名称></code>存在,则使用 <code>nav_save_selected</code>作为文件名而不是<code><名称></code>保存文件。}} | |||
|- | |||
| nav_merge_mesh <文件名> || 从<code>maps/</code>中指定的[[KeyValues|键值]]文件导入导航区域。 | |||
|} | |||
<sub>——————<br>①例如<code>maps/map1_selected_1000.txt</code>。</sub> | |||
=== 属性修改命令 === | |||
属性通过修改 NPC 行为的命令来修改导航区域,例如强制蹲下、遵循特定路径、禁止生成等。许多属性也有自己的命令,例如 nav_crouch。命令“mark CROUCH”与命令 nav_crouch 相同。<br> | |||
[[Navigation_Meshes_(L4D)|属性]]。 | |||
{| class="wikitable" | |||
|- | |||
! 命令 !! 描述 | |||
|- | |||
| mark '''<属性>'''<br>nav_mark_attribute '''<属性>''' || 用属性标记区域,例如 CROUCH、PRECISE、NO_MOBS 等。 | |||
|- | |||
| nav_clear_attribute '''<属性>''' || 清除指定的属性。如果 clear_attribute 无法清除指定的属性,则此命令可能有效。 | |||
|- | |||
| clear_attribute '''<属性>''' || 清除指定的属性。如果 nav_clear_attribute 无法清除指定的属性,例如 PLAYER_START,则此命令可能有效。 | |||
|- | |||
| wipe_attributes || 清除导航网格选定部分的所有属性。 | |||
|- | |||
| nav_crouch || 切换 AI 系统使用的“必须在该区域蹲伏”标志。 | |||
|- | |||
| nav_fog_mark || 设置选定区域的雾值。 | |||
|- | |||
| nav_fog_pick || 设置选定区域的雾值。 | |||
|- | |||
| nav_fog_select_place || 选择具有雾的所有区域。 | |||
|- | |||
| nav_gen_cliffs_approx || 标记悬崖区域,后处理近似值。 | |||
|- | |||
| nav_precise || 切换 AI 系统使用的“请勿避开障碍物”标志。 | |||
|- | |||
| nav_jump || 切换 AI 系统使用的“通过跳跃穿越该区域”标志。 | |||
|- | |||
| nav_no_jump || 切换 AI 系统使用的“不要在该区域跳跃”标志。 | |||
|- | |||
| nav_stop || 切换 AI 系统使用的“进入该区域时必须停止”标志。 | |||
|- | |||
| nav_walk || 切换 AI 系统使用的“步行穿越该区域”标志。 | |||
|- | |||
| nav_run || 切换 AI 系统使用的“通过运行穿越该区域”标志。 | |||
|- | |||
| nav_avoid || 切换 AI 系统使用的“尽可能避开该区域”标志。 | |||
|- | |||
| nav_transient || 切换 AI 系统使用的“区域是暂时的,可能会被阻塞”标志。 | |||
|- | |||
| nav_dont_hide || 切换 AI 系统使用的“区域不适合隐藏点”标志。 | |||
|- | |||
| nav_stand || 切换 AI 系统使用的“隐藏时站立”标志。 | |||
|- | |||
| nav_no_hostages || 切换 AI 系统使用的“人质不能使用此区域”标志。 | |||
|} | |||
=== [[Nav Mesh Editing#Place Names|区域名称]]命令 === | |||
{| class="wikitable" | |||
|- | |||
! 命令 !! 描述 | |||
|- | |||
| nav_toggle_place_mode || 切换编辑器进入和退出模式。区域模式允许使用地名标记导航区域。 | |||
|- | |||
| nav_set_place_mode || 将编辑器设置为或不在区域模式。区域模式允许使用地名标记导航区域。 | |||
|- | |||
| nav_use_place '''<place>''' || 如果不带参数使用,将列出所有可用的位置。如果给出了地点参数,则设置“当前地点”。 | |||
|- | |||
| nav_place_pick || 将“当前位置”设置为光标下区域的位置。 | |||
|- | |||
| nav_toggle_place_painting || 切换地方绘画模式。绘制地点时,指向一个区域将为其分配“当前地点”。 | |||
|- | |||
| 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. | |||
|- | |||
|style=white-space:nowrap| nav_place_replace '''<place1> <place2>''' || Assigns the second place name to all areas that currently have the first place name assigned. | |||
|- | |||
| nav_place_list || Lists all place names used in the map. | |||
|- | |||
| nav_mark_unnamed || Mark an area with no place name. Useful for finding stray areas missed when ''place painting''. | |||
|} | |||
=== 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}} | |||
|} | |||
===Additional Console Variables=== | |||
{| 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>{{tf2}}{{l4d2}}{{csgo}}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 analyzing encounter spots and sniper spots (red lines).<br>In {{tf2}}{{l4ds}}, always keep this enabled. | |||
|} | |||
== See also == | == See also == | ||
* [[Left 4 Dead | === Non-Game Specific === | ||
* [[Nav Mesh Editing]] | |||
=== Left 4 Dead Series === | |||
==== Introduction ==== | |||
* [[L4D Level Design/Nav Meshes]] | * [[L4D Level Design/Nav Meshes]] | ||
* [[L4D Level Design/Nav Flow]] | * [[L4D Level Design/Nav Flow]] | ||
* [[L4D Level Design/Advanced Nav Editing]] | * [[L4D Level Design/Advanced Nav Editing]] | ||
==== Resources ==== | |||
* [[Navigation Mesh Attributes (L4D)]] | |||
* [[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]] | * [[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]] | ||
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本页面由大康更新翻译于2022年4月9日。部分内容由机器翻译。
命令
这些命令可以绑定到配置文件中的键以加快工作流程。例如,求生之路 (L4D) 具有 nav_mode.cfg。
网格生成
命令 | 描述 |
---|---|
nav_mark_walkable | 将当前位置标记为可行走的位置。这些位置在对地图进行采样以生成导航网格时用作种子位置。 |
nav_clear_walkable_marks | 擦除任何以前放置的可行走区域标记。 |
nav_generate | 为当前地图生成导航网格并将其保存到磁盘。nav_quicksave确定生成的信息量。 |
nav_generate_incremental | 从可行走区域而不是在整个网格上运行生成过程。新创建的区域通常会连接到预先存在的区域。 |
nav_generate_incremental_range <Integer> | 在指定范围内生成导航网格(单位?)。生成中心由可行走区域标记定义。 |
nav_auto_build_area | 在编辑光标周围构建高精度区域并创建它们。 |
nav_save | 将当前导航网格保存到 NAV 文件。 |
nav_load | 从当前地图的 NAV 文件加载导航网格。 |
nav_analyze | 加载当前地图的导航网格。nav_quicksave确定生成的信息量。 |
选择命令
命令 | 描述 |
---|---|
nav_add_to_selected_set | 将当前区域添加到选定集①。通常选择的区域是指向的区域。 |
nav_add_to_selected_set_by_id | 按区域编号/id 选择导航。这对于控制台中有关 UpdateBlocked 和可能的流②错误的报告很有用。 |
nav_begin_deselecting | 开始从选定的集合中连续删除。 |
nav_end_deselecting | 停止从选定的集合中连续删除。 |
nav_begin_selecting | 开始不断地添加到选定的集合。 |
nav_end_selecting | 停止不断地添加到选定的集合。 |
nav_begin_drag_deselecting | 开始拖动(取消)选择区域。 |
nav_end_drag_deselecting | 停止拖动(取消)选择区域。 |
nav_begin_drag_selecting | 开始拖动选择区域。 |
nav_end_drag_selecting | 停止拖动选择区域。 |
nav_toggle_in_selected_set | 选择游戏中枪的十字准心所指向的导航网格区域。为方便起见,此命令通常绑定到一个键。例如,在 L4D 配置文件夹中找到的 nav_mode.cfg 文件将此命令绑定到 Z 键。 |
nav_clear_selected_set | 清除对视觉突出显示的所有选定导航网格区域的选择。换句话说,此命令取消选择选定的导航网格区域。(译者注:其实就是取消选择所有导航网格) |
nav_flood_select | 选择/突出显示所有连接的导航网格,从游戏中枪十字准心指向的导航网格开始。这并不意味着选择了所有导航网格区域。 |
select_with_attribute | 选择/突出显示所有标记有指定属性的导航网格区域。 |
——————
①选定集:已选中的导航网格的合集,原文为"selection set"。
②流:指导航流(Flow)。
编辑命令
命令 | 描述 |
---|---|
nav_delete | 删除当前突出显示、标记的区域或选定集。 |
nav_delete_marked | 删除当前标记的区域(如果有)。 |
nav_split | 要将区域一分为二,请使用光标对齐分割线并调用分割命令。 |
nav_subdivide | 划分选定的集合或十字准心悬停的区域。 |
nav_make_sniper_spots | 将标记区域切割成适合狙击点的不相连的子区域。 |
nav_chop_selected | 将所有选定区域切成其组件 1x1 区域 |
nav_merge | 要将两个区域合并为一个,请标记第一个区域,通过将光标指向第二个区域来突出显示第二个区域,然后调用合并命令。 |
nav_mark | 标记光标下的区域或梯子,以便后续编辑命令进行操作。 |
nav_unmark | 清除标记的区域或梯子。 |
nav_begin_area | 定义新区域或梯子的角。要完成创建网格,请将对角拖动到所需位置并发出“nav_end_area”命令。 Template:Note:zh-cn |
nav_end_area | 定义新区域或梯子的第二个角并创建它。 |
nav_connect | 创建从标记区域到第二个区域的“单向”连接。要进行双向连接,还将第二个区域连接到第一个区域。 |
nav_disconnect | 删除标记区域和突出显示区域之间的连接。 |
nav_disconnect_outgoing_oneways | 断开突出显示区域或选定集的所有传出单向连接。 |
nav_splice | 在标记/选定区域和突出显示/标记区域之间创建一个联合区域。 |
nav_corner_select | 选择当前标记区域的一角。多次使用以访问所有四个角。 |
nav_corner_raise nav_corner_raise <Hammer 单位> |
升高当前标记区域或选定集的选定角。 |
nav_corner_lower nav_corner_lower <Hammer 单位> |
降低当前标记区域或选定集的选定角。 |
nav_corner_place_on_ground | 将选定集、当前标记区域的选定角或标记区域本身放置在地面上。 |
nav_shift <x, y, z> | 按指定量移动选定区域。 |
nav_begin_shift_xy | 开始移动选定集。 |
nav_end_shift_xy | 完成移动选定集。 |
nav_simplify_selected | 暂时强制nav_split_place_on_ground 为 1,保持nav_coplanar_slope_limit_displacement 和<nav_coplanar_slope_limit>至少为 0.5,并且nav_snap_to_grid 为 1。然后它会剥离分析的数据并细分将选定的区域分成 1x1 区域,对它们执行nav_generate_incremental 而不生成任何区域,最后在重新选择生成的导航区域之前重新组合它们。(译者注:即简化选择区域)
|
nav_save_selected nav_save_selected <名称> |
将选定集存储在maps/<地图名或<名称>>_selected_<数量最高为1000>.txt ①的键值文件中。 Template:Bug:zh-cn |
nav_merge_mesh <文件名> | 从maps/ 中指定的键值文件导入导航区域。
|
——————
①例如maps/map1_selected_1000.txt
。
属性修改命令
属性通过修改 NPC 行为的命令来修改导航区域,例如强制蹲下、遵循特定路径、禁止生成等。许多属性也有自己的命令,例如 nav_crouch。命令“mark CROUCH”与命令 nav_crouch 相同。
属性。
命令 | 描述 |
---|---|
mark <属性> nav_mark_attribute <属性> |
用属性标记区域,例如 CROUCH、PRECISE、NO_MOBS 等。 |
nav_clear_attribute <属性> | 清除指定的属性。如果 clear_attribute 无法清除指定的属性,则此命令可能有效。 |
clear_attribute <属性> | 清除指定的属性。如果 nav_clear_attribute 无法清除指定的属性,例如 PLAYER_START,则此命令可能有效。 |
wipe_attributes | 清除导航网格选定部分的所有属性。 |
nav_crouch | 切换 AI 系统使用的“必须在该区域蹲伏”标志。 |
nav_fog_mark | 设置选定区域的雾值。 |
nav_fog_pick | 设置选定区域的雾值。 |
nav_fog_select_place | 选择具有雾的所有区域。 |
nav_gen_cliffs_approx | 标记悬崖区域,后处理近似值。 |
nav_precise | 切换 AI 系统使用的“请勿避开障碍物”标志。 |
nav_jump | 切换 AI 系统使用的“通过跳跃穿越该区域”标志。 |
nav_no_jump | 切换 AI 系统使用的“不要在该区域跳跃”标志。 |
nav_stop | 切换 AI 系统使用的“进入该区域时必须停止”标志。 |
nav_walk | 切换 AI 系统使用的“步行穿越该区域”标志。 |
nav_run | 切换 AI 系统使用的“通过运行穿越该区域”标志。 |
nav_avoid | 切换 AI 系统使用的“尽可能避开该区域”标志。 |
nav_transient | 切换 AI 系统使用的“区域是暂时的,可能会被阻塞”标志。 |
nav_dont_hide | 切换 AI 系统使用的“区域不适合隐藏点”标志。 |
nav_stand | 切换 AI 系统使用的“隐藏时站立”标志。 |
nav_no_hostages | 切换 AI 系统使用的“人质不能使用此区域”标志。 |
区域名称命令
命令 | 描述 |
---|---|
nav_toggle_place_mode | 切换编辑器进入和退出模式。区域模式允许使用地名标记导航区域。 |
nav_set_place_mode | 将编辑器设置为或不在区域模式。区域模式允许使用地名标记导航区域。 |
nav_use_place <place> | 如果不带参数使用,将列出所有可用的位置。如果给出了地点参数,则设置“当前地点”。 |
nav_place_pick | 将“当前位置”设置为光标下区域的位置。 |
nav_toggle_place_painting | 切换地方绘画模式。绘制地点时,指向一个区域将为其分配“当前地点”。 |
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_replace <place1> <place2> | Assigns the second place name to all areas that currently have the first place name assigned. |
nav_place_list | Lists all place names used in the map. |
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 | 待完善: Explain
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nav_trouble_report | 待完善: Explain
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nav_recompute_flow | 待完善: Explain
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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 | 待完善: Explain
|
Additional Console Variables
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 analyzing encounter spots and sniper spots (red lines). In ![]() ![]() ![]() |