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{{lang|Nav Mesh Commands}}{{updatetranslation:zh-cn}}{{translate:zh-cn}}
{{lang|Nav Mesh Commands}}
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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]]。


==[[ConCommand|指令]]==
=== 网格生成 ===
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)]][[Nav mode.cfg (L4D)|nav_mode.cfg]]
{| class="wikitable"
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。
! 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。
|}


===导航网络(网格)生成===
=== 选择命令 ===
;nav_mark_walkable
{| class="wikitable"
: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
! 命令 !! 描述
:消除地图内所有标记点。
|-
| 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 ===


;nav_generate
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>
:为当前地图生成导航网络并保存至磁盘。
[[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_generate_incremental
=== [[Nav Mesh Editing#Place Names|区域名称]]命令 ===
: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。
{| class="wikitable"
Note that these new areas will have to be manually connected to the existing mesh.
|-
! 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''.
|}


;nav_generate_incremental_range <integer>
=== Other commands ===
:设置导航网络一次生成的距离(单位?),以标记点位中心。
{| class="wikitable"
 
|-
;nav_auto_build_area
! Command !! Description
:Build out high-precision areas around the edit cursor and create them.
|-
 
| nav_check_file_consistency || Scans the maps directory and reports any missing/out-of-date navigation files.
;nav_save
|-
:保存当前地图的导航网络至磁盘。
| nav_check_connectivity || Reports any areas that aren't connected to every hostage rescue zone and bomb site in the map.
 
|-
;nav_analyze
| nav_update_blocked || Updates the blocked/unblocked status for every nav area.
: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
| nav_check_floor || Updates the blocked/unblocked status for every nav area.
:为当前地图导入导航网络。
|-
 
| nav_check_stairs || Update the nav mesh STAIRS attribute
=== Selection commands ===
|-
;nav_add_to_selected_set
| nav_fog_print_used || Prints out the list of fog names used in the map.
:将当前区域添加至所选集合内,通常是光标所指位置。
|-
 
| 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_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_fix_playerclips || Fixup nodes marked with NAV_PLAYERCLIP.
 
|-
;nav_begin_deselecting
| nav_remove_unused_jump_areas || Removes jump areas with at most 1 connection to a ladder or non-jump area.
:Start continuously removing from the selected set.
|-
 
| nav_strip || Strips all Hiding Spots, Approach Points, and Encounter Spots from all Areas in the mesh.
;nav_end_deselecting
|-
:Stop continuously removing from the selected set.
| nav_warp_to_mark || Warps the player to the marked area.
 
|-
;nav_begin_selecting
| nav_ladder_flip || Flips the selected ladder's direction.
:选择一个批量选择开始点。
|-
 
| nav_compress_id || Re-orders area and ladder ID's so they are continuous.
;nav_end_selecting
|-
:选择一个批量选择结束点。
| nav_show_ladder_bounds || Draws the bounding boxes of all func_ladders in the map.
 
|-
;nav_begin_drag_deselecting
| nav_build_ladder || Attempts to build a nav ladder on the climbable surface under the cursor.
:Start dragging a selection area.
|-
 
| nav_gui || {{Todo|Explain}}
;nav_end_drag_deselecting
|-
:Stop dragging a selection area.
| nav_trouble_report || {{Todo|Explain}}
 
|-
;nav_begin_drag_selecting
| nav_recompute_flow || {{Todo|Explain}}
:Start dragging a selection area.
|-
 
| 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.
;nav_end_drag_selecting
|-
:Stop dragging a selection area.
| nb_move_to_cursor || {{Todo|Explain}}
 
|}
;nav_toggle_in_selected_set
===Additional Console Variables===
: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 (L4D)|nav_mode.cfg]] 在求生之路1的配置文件内,绑定按键为“z”。
{| class="wikitable"
 
|-
;nav_clear_selected_set
! Command !! Description
:取消所有选择的导航网络。
|-
 
| nav_area_bgcolor '''<R G B A>''' || RGBA color to draw as the background color for nav areas while editing.
;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.
| nav_area_max_size || Max area size created in nav generation. <br>{{tf2}}{{l4d2}}{{csgo}}Default is set to 50.
 
|-
;select_with_attribute
| nav_blockers_can_affect_flow || {{l4d2}} Default is set to 1
:Selects/highlights all nav mesh areas marked with one attribute specified.
|-
 
| nav_create_area_at_feet || Anchor nav_begin_area Z to editing player's feet. <br>{{l4d2}} Default is set to 0
=== Editing commands ===
|-
;nav_delete
| nav_create_place_on_ground '''<[[Boolean]]>''' || If set to 1, nav areas will be placed flush with the ground when created by hand.
:删除选择的导航网络。
|-
 
| 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_delete_marked
|-
:删除当前标记的区域(如果有。)
| nav_coplanar_slope_limit_displacement || {{l4d2}} Default is set to 0.7
 
|-
;nav_split
| nav_corner_adjust_adjacent || Radius used to raise/lower corners in nearby areas when raising/lowering corners. <br>{{l4d2}} Default is set to 18
: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_debug_blocked || {{l4d2}} Default is set to 0
;nav_make_sniper_spots
|-
:Chops the marked area into disconnected sub-areas suitable for sniper spots.
| 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_chop_selected
| nav_displacement_test || Checks for nodes embedded in displacements (useful for in-development maps). <br>{{l4d2}} Default is set to 10000
:Chops all selected areas into their component 1x1 areas
|-
 
| nav_draw_limit '''<Count>''' || The maximum number of areas to draw in edit mode. <br>{{l4d2}} Default is set to 500
;nav_merge
|-
:合并导航网络,需要同高度位置且长度宽度相等。
| nav_edit '''<[[Boolean]]>''' || Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
 
|-
;nav_mark
| nav_generate_fixup_jump_areas || Convert obsolete jump areas into 2-way connections. <br>{{l4d2}} Default is set to 1
:标记区域或者梯子,以便后续操作。
|-
 
| nav_flood_select_tolerance || Allowable z distance of selectable areas from the start area. <br>{{l4d2}} Default is set to 0
;nav_unmark
|-
:取消标记区域或者梯子。
| nav_fog_edit || {{l4d2}} Default is set to 0
 
|-
;nav_begin_area
| nav_generate_fencetops || Autogenerate nav areas on fence and obstacle tops. <br>{{l4d2}} Default is set to 1.
: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
| 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.
:完成手动创建的导航网络。
|-
 
| nav_show_approach_points '''<[[Boolean]]>''' || Show Approach Points in the Navigation Mesh.
;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_show_area_info '''<Duration>''' || Duration in seconds to show nav area ID and attributes while editing
 
|-
;nav_disconnect
| nav_show_danger '''<[[Boolean]]>''' || Show current 'danger' levels.
:取消导航网络的连接。
|-
 
| nav_show_player_counts '''<[[Boolean]]>''' || Show current player counts in each area.
;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_slope_limit '''<Z>''' || The ground unit normal's Z component must be greater than this for nav areas to be generated.
 
|-
;nav_corner_select
| nav_snap_to_grid '''<[[Boolean]]>''' || If set to 1, snap to the nav generation grid when creating new nav areas
:Select a corner of the currently marked Area. Use multiple times to access all four corners.
|-
 
| nav_split_place_on_ground '''<[[Boolean]]>''' || If set to 1, nav areas will be placed flush with the ground when split.
;nav_corner_raise
|-
:升高当前选择的导航网络。
| 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_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 [[Navigation_Meshes_(L4D)|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. {{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. {{l4d2}} 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''<br/>
: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
:{{l4d2}} Default is set to 0.7
 
;nav_corner_adjust_adjacent
:Radius used to raise/lower corners in nearby areas when raising/lowering corners. {{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). {{l4d2}} Default is set to 10000
 
;nav_draw_limit ''count''
:The maximum number of areas to draw in edit mode. {{l4d2}} 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. {{l4d2}} Default is set to 1
 
;nav_flood_select_tolerance
:Allowable z distance of selectable areas from the start area. {{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. {{l4d2}} 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 ==
== See also ==
* [[Left 4 Dead 2 Level Creation]]
=== Non-Game Specific ===
* [[Navigation Meshes]]
* [[Nav Mesh Editing]]
* [[Navigation Meshes (L4D)]]
=== 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:zh-cn]]
[[Category:Level Design]]
[[Category:To be translated:zh-cn]]

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Template:Translate in Progress:zh-cn 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。


Nav Mesh

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。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。

Template:Note:zh-cn

nav_disconnect 删除标记区域和突出显示区域之间的连接。

Template:Note:zh-cn

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键值文件中。
Template:Bug:zh-cn
nav_merge_mesh <文件名> 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
nav_trouble_report
待完善: Explain
nav_recompute_flow
待完善: 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
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.
军团要塞2求生之路2反恐精英:全球攻势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 <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 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 <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.
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 <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 军团要塞2求生之路系列求生之路系列, always keep this enabled.

See also

Non-Game Specific

Left 4 Dead Series

Introduction

Resources