Difference between revisions of "List of L4D Series Nav Mesh Attributes"

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{{lang|List of L4D Series Nav Mesh Attributes}}
 
{{lang|List of L4D Series Nav Mesh Attributes}}
In {{l4ds}}, [[Navigation Meshes|Navigation Mesh]] play very important roles for the infected AI, and thus there are plently of attributes possessing very unique behaviors, intending to be applied by the level designer. Some are also necessary for a map to work.
+
In {{l4ds}}, [[Navigation Meshes|Navigation Mesh]] (or <i>'nav mesh'</i> / <i>'nav'</i> for short) play very important roles for the infected AI, and thus there are plently of attributes possessing very unique behaviors, intending to be applied by the level designer. Some are also necessary for a map to work.
  
There are two types of Navigation Mesh attributes, and these are what they do...
+
There are two types of nav attributes, and these are what they do...
  
== 'TERROR' / Spawn Attributes ==
+
== Spawn Attributes ('TERROR') ==
These attributes are visualised only with the<code>z_debug 1</code>command, where the unique color of an attribute fills the insides of the highlighted navigation mesh. Colors of multiple 'TERROR' attributes do not mix, and one will always override the other.
+
These attributes are visualised only with the<code>z_debug 1</code>command, where the unique color of an attribute fills the insides of the highlighted navigation areas. Colors of multiple Spawn Attributes do not mix, and one will always override the other.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Attribute !! Description
 
! Attribute !! Description
 
|-
 
|-
| style="text-align:center;"| <code>BATTLEFIELD</code> || style="padding:6px;"| Designated regions where a planned crescendo event will play out. All infected spawning, except Versus modes, will halt so long Survivors stay in it. Once a panic event starts, ALL infected bots spawns ''only'' at areas designated by<code style="color:#E5E5E5;">BATTLEFIELD</code>attributes, meaning infected spawning halts if Survivors manage to step out the regions.  
+
| style="text-align:center;"| <code>BATTLEFIELD</code> || style="padding:6px;"| Designated regions where a planned crescendo event will play out. All infected spawning, except Versus modes, will halt so long Survivors stay in it. Once a panic event starts, ALL infected bots spawns ''only'' at areas designated by<code style="color:#E5E5E5;">BATTLEFIELD</code>attributes, meaning infected spawning halts if Survivors manage to step out the regions.
  
Should be applied to large regions of meshes in the map; capable of containing many Infected spawn-friendly areas within it, and a<code style="color:#E5E5E5;">BATTLESTATION</code>area. If the play area has a way for Survivors to escape ahead, or the playing field constantly changes (like Gauntlet events), then this should not be used.
+
&nbsp;Should be applied to large regions of nav areas in the map; capable of containing many Infected spawn-friendly areas within it, and a<code style="color:#E5E5E5;">BATTLESTATION</code>area. If the play area has a way for Survivors to escape ahead, or the playing field constantly changes (like Gauntlet events), then this should not be used.
 
|-
 
|-
| style="text-align:center;"| <code>BATTLESTATION</code> || style="padding:6px;"| Indicates to Survivor Bots a strong defensive area for a panic event, usually next to supplies/weapons. Survivor bots may roam then reside in these areas before/during a panic event, giving it up when they think its unsafe (E.g. Too far from any human player). Intended only for areas already containing either a<code style="color:#E5E5E5;">BATTLEFIELD</code>or<code style="color:#E5E5E5;">FINALE</code> attribute.
+
| style="text-align:center;"| <code>BATTLESTATION</code> || style="padding:6px;"| Indicates to Survivor Bots a strong defensive area for a panic event, usually next to supplies/weapons. Survivor bots may roam then reside in these nav areas before/during a panic event, giving it up when they think its unsafe (E.g. Too far from any human player). Intended only for nav areas already containing either a<code style="color:#E5E5E5;">BATTLEFIELD</code>or<code style="color:#E5E5E5;">FINALE</code> attribute.
  
In {{l4d2}}, this attribute's behavior is mostly disabled, but can be brought back with the<code style="color:#E5E5E5; background-color: #202020;">sb_allow_leading</code>/<code style="color:#E5E5E5; background-color: #202020;">allow_all_bot_survivor_team</code>commands.
+
&nbsp;In {{l4d2}}, this attribute's behavior is mostly disabled, but can be brought back with the<code style="color:#E5E5E5; background-color: #202020;">sb_allow_leading</code>/<code style="color:#E5E5E5; background-color: #202020;">allow_all_bot_survivor_team</code>commands.
 
|-
 
|-
| style="text-align:center;"| <code>CHECKPOINT</code> || style="padding:6px;"| Designates the start/transition areas of the map. The round starts when a survivor leaves this area, and ends with ''all'' and ''only'' the survivors standing on this, with the saferoom door closed. {{note|Prohibits spawning of Player controlled special infecteds.}}
+
| style="text-align:center;"| <code>CHECKPOINT</code> || style="padding:6px;"| Designates the start/transition areas of the map. The round starts when a survivor leaves this area, and ends with ''all'' and ''only'' the survivors standing on this, with the saferoom door closed. {{note|Prohibits spawning of Player controlled Specials.}}
 
|-
 
|-
| style="text-align:center;"| <code>EMPTY</code> || style="padding:6px;"| Prevents ''only'' wandering/resting common infected from being populated. Useful to prevent commons hogging the limit in places where they play no role, usually outside the survivors's playable areas. (e.g. building rooftops).
+
| style="text-align:center;"| <code>EMPTY</code> || style="padding:6px;"| Prevents ''only'' wandering/resting Commons from being populated. Useful to prevent commons hogging the limit in places where they play no role, usually outside the survivors's playable areas. (e.g. building rooftops).
 
|-
 
|-
| style="text-align:center;"| <code>FINALE</code> || style="padding:6px;"| Indicates a finale area. Otherwise characteristics are similar to<code style="color:#E5E5E5;">BATTLEFIELD</code>attribute. This should be used extensively across your finale area, and contain a<code style="color:#E5E5E5;">BATTLESTATION</code>attribute within it.
+
| style="text-align:center;"| <code>FINALE</code> || style="padding:6px;"| Indicates a finale area. Otherwise characteristics are similar to<code style="color:#E5E5E5;">BATTLEFIELD</code>attribute. This should be used extensively across your finale's nav areas, and contain a<code style="color:#E5E5E5;">BATTLESTATION</code>attribute within it.
 
|-
 
|-
 
| style="text-align:center;"| <code>LYINGDOWN</code><br>{{only|{{l4d2}}}} || style="padding:6px;"| Commons lie down and rest when not aroused by player.
 
| style="text-align:center;"| <code>LYINGDOWN</code><br>{{only|{{l4d2}}}} || style="padding:6px;"| Commons lie down and rest when not aroused by player.
 
|-
 
|-
| style="text-align:center;"| <code>NOT_CLEARABLE</code> || style="padding:6px;"| Prevents an area from being marked "cleared" by Survivors, which would otherwise disallow non-player infecteds from spawning; A navigation mesh is 'cleared' once survivors have seen it, and removed all of its spawned infected.
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| style="text-align:center;"| <code>NOT_CLEARABLE</code> || style="padding:6px;"| Prevents a nav area from being marked "cleared" by Survivors, which would otherwise disallow non-player infecteds from spawning; A nav area is 'cleared' once survivors have seen it, and removed all of its spawned infected.
  
Usually found in outer-most areas survivors have attackable line-of-sight to, but can't really see (e.g. through fog).
+
&nbsp;Usually found in outer-most areas survivors have attackable line-of-sight to, but can't really see (e.g. through fog).
 
|-
 
|-
| style="text-align:center;"| <code>NO_MOBS</code> || style="padding:6px;"| Prevents Mobs and player Tanks from spawning, but also prevents Special Infecteds from spawning in<code style="color:#E5E5E5;">BATTLEFIELD</code>areas. Good for making Mobs spawn desirable or more interesting areas, or to keep Mobs away from known areas that cause unnatural spawning.
+
| style="text-align:center;"| <code>NO_MOBS</code> || style="padding:6px;"| Prevents Mobs and player Tanks from spawning, but also prevents Specials from spawning in<code style="color:#E5E5E5;">BATTLEFIELD</code>nav areas. Good for making Mobs spawn desirable or more interesting areas, or to keep Mobs away from known areas that cause unnatural spawning.
  
A clever example of<code style="color:#E5E5E5;">NO_MOBS</code>is in the<code style="color:#E5E5E5;">c10m2_drainage</code>map, Death Toll - Drainage.<code style="color:#E5E5E5;">NO_MOBS</code>is used in the long pipes, so that Mobs must spawn in the upper areas and run at you down the lengths of the pipe, rather than just around the corners.
+
&nbsp;A clever example of<code style="color:#E5E5E5;">NO_MOBS</code>is in the<code style="color:#E5E5E5;">c10m2_drainage</code>map, Death Toll - Drainage.<code style="color:#E5E5E5;">NO_MOBS</code>is used in the long pipes, so that Mobs must spawn in the upper areas and run at you down the lengths of the pipe, rather than just around the corners.
 
|-
 
|-
| style="text-align:center;"| <code>NOTHREAT</code><br>{{only|{{l4d2}}}} || style="padding:6px;"| Disallow<code style="color:#E5E5E5;">THREAT</code>attribute from doing anything, if it is applied on the same navigation mesh.
+
| style="text-align:center;"| <code>NOTHREAT</code><br>{{only|{{l4d2}}}} || style="padding:6px;"| Disallow<code style="color:#E5E5E5;">THREAT</code>attribute from doing anything, if it is applied on the same nav area.
 
|-
 
|-
| style="text-align:center;"| <code>OBSCURED</code> || style="padding:6px;"| A very powerful navigation attribute; Allows infected to spawn even when there is line-of-sight to a survivor. To be used in areas that are visually obscured, yet not considered so by the Director. For example, tree props. Survivor bots's line-of-sight to these areas are blocked to prevent omniscient behavior.
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| style="text-align:center;"| <code>OBSCURED</code> || style="padding:6px;"| A very powerful nav attribute; Allows infected to spawn even when there is line-of-sight to a survivor. To be used in nav areas that are visually obscured, yet not considered so by the Director. For example, tree props. Survivor bots's line-of-sight to these nav areas are blocked to prevent omniscient behavior.
 
+
<br>The Director can still create effective Mobs without the<code style="color:#E5E5E5;">OBSCURED</code>attribute, but will usually be much further outside the survivors's [[PVS]] compared to without. {{note|Props that have collisions disabled are always unable to block line-of-sight.}}
<br>The Director can still create effective Mobs without the<code style="color:#E5E5E5;">OBSCURED</code>attribute, but will usually be much further outside the survivors's [[PVS]] compared to without.{{note|Props that have collisions disabled are always unable to block line-of-sight.}}
 
 
|-
 
|-
| style="text-align:center;"| <code>PLAYER_START</code> || style="padding:6px;"| This attribute is to be applied in the exact nav mesh area(s) that the players spawn in, so flow computing will work as intended. Only necessary for the first level of each campaign.
+
| style="text-align:center;"| <code>PLAYER_START</code> || style="padding:6px;"| This attribute is to be applied in the exact nav area(s) that the players spawn in, so flow computing will work as intended. Only necessary for the first level of each campaign. {{note|If used in the starting saferoom, all dead players from the previous chapter will spawn with 100% HP instead of 50%.}}
 
|-
 
|-
| style="text-align:center;"| <code>RESCUE_VEHICLE</code> || style="padding:6px;"| Blocks a navigation area until the{{ent|info_director}}input "''FinaleEscapeVehicleReadyForSurvivors''" is fired, which then unblocks navigation meshes with this attribute.
+
| style="text-align:center;"| <code>RESCUE_VEHICLE</code> || style="padding:6px;"| Blocks a nav area until the{{ent|info_director}}input "''FinaleEscapeVehicleReadyForSurvivors''" is fired, which then unblocks nav areas with this attribute.
  
In {{l4d2}}, the [[VScript]] method [[List_of_L4D2_Script_Functions#CNavMesh|NavMesh.UnblockRescueVehicleNav()]] can also be used to unblock<code style="color:#E5E5E5;">RESCUE_VEHICLE</code>attributes.
+
&nbsp;In {{l4d2}}, the [[VScript]] method [[List_of_L4D2_Script_Functions#CNavMesh|NavMesh.UnblockRescueVehicleNav()]] can also be used to unblock<code style="color:#E5E5E5;">RESCUE_VEHICLE</code>attributes.
 
|-
 
|-
 
| style="text-align:center;"| <code>STOP_SCAN</code> || style="padding:6px;"| Infected bots won't navigate through this. If<code style="color:#E5E5E5;">STOP_SCAN</code>attribute occupies a path entrance, Infected will spawn beyond the entrance if all Survivors pass it.
 
| style="text-align:center;"| <code>STOP_SCAN</code> || style="padding:6px;"| Infected bots won't navigate through this. If<code style="color:#E5E5E5;">STOP_SCAN</code>attribute occupies a path entrance, Infected will spawn beyond the entrance if all Survivors pass it.
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|}
 
|}
 
=== Automatic ===
 
=== Automatic ===
'TERROR' attributes automatically added by the game, usually unnecessary to be marked manually in any way.
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Spawn Attributes automatically added by the game, usually unnecessary to be marked manually in any way.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Attribute !! Description
 
! Attribute !! Description
 
|-
 
|-
| style="text-align:center;"| <code>DOOR</code> || style="padding:6px;"| Indicates to Survivor bots this is a door, while Infected bots may consider faster path alternatives if the door is closed. Also blocks off<code style="color:#E5E5E5;">RESCUE_CLOSET</code>attribute's spreading. Automatically assigned by{{ent|prop_door_rotating}}if it isn't locked.
+
| style="text-align:center;"| <code>DOOR</code> || style="padding:6px;"| Survivor bots will monitor this nav area for interactable doors, while Infected bots may consider path alternatives if the door is closed. Also blocks off the spreading of the<code style="color:#E5E5E5;">RESCUE_CLOSET</code>attribute. Automatically assigned by{{ent|prop_door_rotating}}if it isn't locked.
 +
 
 +
&nbsp;When the door is destroyed, the attribute renames itself to the<code style="color:#E5E5E5;">DESTROYED_DOOR</code>name.
 
|-
 
|-
| style="text-align:center;"| <code>DESTROYED_DOOR</code> || style="padding:6px;"| Currently unknown; overrides<code style="color:#E5E5E5;">DOOR</code>attribute when its{{ent|prop_door_rotating}}is destroyed, or was applied at a Navigation Mesh without<code style="color:#E5E5E5;">prop_door_rotating</code>entity.
+
| style="text-align:center;"| <code>ESCAPE_ROUTE</code> || style="padding:6px;"| Basic guideline path of map from start to finish by linking spawns/checkpoints to the ending checkpoint/finale. This path helps the game/AI to make proper decisions based on routes and level progression.
 +
 
 +
&nbsp;This should be left untouched, and let a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session handle this.
 
|-
 
|-
| style="text-align:center;"| <code>ESCAPE_ROUTE</code> || style="padding:6px;"| Basic guideline path of map from start to finish by linking spawns/checkpoints to the ending checkpoint/finale. This path helps the game/AI to make proper decisions based on routes and level progression. This should be left untouched, and let a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session handle this.
+
| style="text-align:center;"| <code>RESCUE_CLOSET</code> || style="padding:6px;"| A Rescue closet room, spreading of attributes contained by<code style="color:#E5E5E5;">DOOR</code>attribute. Wanderers are not allowed in this. Automatically assigned during a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session.
 
|-
 
|-
| style="text-align:center;"| <code>RESCUE_CLOSET</code> || style="padding:6px;"| A Rescue closet room, under containment from<code style="color:#E5E5E5;">DOOR</code>attribute. Automatically assigned during a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session.
+
| style="text-align:center;"| <code>THREAT</code> || style="padding:6px;"| Acts as spawn suggestions for AI Boss Infecteds (Tank & Witch). Only nav areas along the<code style="color:#E5E5E5;">ESCAPE_ROUTE</code>path are candidates for<code style="color:#E5E5E5;">THREAT</code>attribute. If its closest escape route path has already been reached by survivors,<code style="color:#E5E5E5;">THREAT</code>will be removed.
|-
 
| style="text-align:center;"| <code>THREAT</code> || style="padding:6px;"| Acts as spawn suggestions for Boss Infecteds (Tank & Wtch). Only nav areas along the<code style="color:#E5E5E5;">ESCAPE_ROUTE</code>path are candidates for<code style="color:#E5E5E5;">THREAT</code>attribute. If the respective portion of the escape route path has already been reached,<code style="color:#E5E5E5;">THREAT</code>will be removed automatically.
 
  
Requires<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>to be automatically marked at random areas.
+
&nbsp;Requires<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>to be automatically marked at random areas.
 
|}
 
|}
  
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Attribtes that are stored the same way {{css}}'s debut attributes are.
 
Attribtes that are stored the same way {{css}}'s debut attributes are.
  
Unlike 'TERROR' attributes, these don't fill a nav area with colors. They instead may have their own identifable pattern/shape made with lines, and can appear simulatiously with each other's. When recently hovered over, their names are shown for a short period.
+
Unlike Spawn Attributes, these don't fill a nav area with colors. They instead may have their own identifable pattern/shape made with lines, and can appear simulatiously with each other's. When recently hovered over, their names are shown for a short period.
  
Attributes<code style="color:#E5E5E5;">MOB_ONLY</code>and<code style="color:#E5E5E5;">TANK_ONLY</code>fill nav areas with colors, but are technically a "Base Attribute" as their colors overlap with other 'TERROR' attributes's.
+
Attributes<code style="color:#E5E5E5;">MOB_ONLY</code>and<code style="color:#E5E5E5;">TANK_ONLY</code>fill nav areas with colors, but are both technically Base Attributes, as their colors overlap with other Spawn Attributes.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Attribute !! Description !! {{css}}'s Addendum
+
! style="width: 15%;"| Attribute
 +
! Description
 +
! style="width: 30%;"| {{css}}'s Addendum
 
|-
 
|-
 
| style="text-align:center;"| <code>PRECISE</code>
 
| style="text-align:center;"| <code>PRECISE</code>
| style="padding:6px;"| Disables "obstacle avoidance" behavior, which is used by bots to keep a distance from nearby characters or world geometry /{{ent|prop_static}}entities. Can be visualised with<code style="color:#E5E5E5; background-color: #202020;">nb_debug PATH</code>active (green cuboids).
+
| style="padding:6px;"| Disables "obstacle avoidance" behavior, which bots then no longer keep a distance from nearby characters or world geometry /{{ent|prop_static}}entities. Can be visualized with<code style="color:#E5E5E5; background-color: #202020;">nb_debug PATH</code>active (green cuboids).
  
Place this attribute in narrow areas, so bots do not stay too close to the edge when obstacle avoidance kicks in.
+
This attribute is for narrow areas that are close to said "obstacles", so bots do not make unwise decisions like walking off then falling.
 
| style="padding:6px;"| Identical, but bots are forced to face this nav area when navigating towards it.
 
| style="padding:6px;"| Identical, but bots are forced to face this nav area when navigating towards it.
 
|-
 
|-
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Attribute !! Description !! {{css}}'s Addendum
+
! Attribute
 +
! Description
 +
! style="width: 17%;"| {{css}}'s Addendum
 
|-
 
|-
| style="text-align:center;"| <code>BLOCKED_INFECTED</code>
+
| style="text-align:center; font-size:13px"| <code>BLOCKED_ZOMBIE</code>
| style="padding:6px;"| Similar to<code style="color:#E5E5E5;">STOP_SCAN</code>attribute, but can potentially block flow calculations if allowed. Cannot be manually applied, requires{{ent|func_nav_blocker}}entity.
+
| style="padding:6px;"| Similar to<code style="color:#E5E5E5;">STOP_SCAN</code>attribute, but ''all'' players (Survivors and Specials) and NPCs (Commons and Witches) who enter this nav area won't have their "last known nav area" be updated. Cannot be manually applied; requires{{ent|func_nav_blocker}}entity with '''teamToBlock''' set to 3.
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|-
 
|-
| style="text-align:center;"| <code>BLOCKED_SURVIVOR</code>
+
| style="text-align:center; font-size:12px"| <code>BLOCKED_SURVIVOR</code>
| style="padding:6px;"| Similar to<code style="color:#E5E5E5;">BLOCKED_INFECTED</code>attribute, but instead blocks Survivor bot navigations. Cannot be manually applied, requires<code style="color:#E5E5E5;">PLAYERCLIP</code>attribute or{{ent|script_nav_blocker}}entity.
+
| style="padding:6px;"| Similar to<code style="color:#E5E5E5;">BLOCKED_ZOMBIE</code>attribute, but instead blocks Survivor bot navigations. Jockies on survivors avoid this. Cannot be manually applied; requires<code style="color:#E5E5E5;">PLAYERCLIP</code>attribute or{{ent|script_nav_blocker}}entity with '''teamToBlock''' set to 2.{{warning|Infecteds can sometimes spawn on this, and they will think they aren't in any nav areas!}}
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|-
 
|-
 
| style="text-align:center;"| <code>BREAKABLEWALL</code><br>{{only|{{l4d2}}}}
 
| style="text-align:center;"| <code>BREAKABLEWALL</code><br>{{only|{{l4d2}}}}
| style="padding:6px;"| Infected bots dislike navigating this, except Smokers. Assigned by{{ent|prop_wall_breakable}} on map load.
+
| style="padding:6px;"| Infected bots dislike navigating through this, except Smokers. Assigned by{{ent|prop_wall_breakable}} on map load.
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|-
 
|-
 
| style="text-align:center;"| <code>DAMAGING</code>
 
| style="text-align:center;"| <code>DAMAGING</code>
| style="padding:6px;"| Bots dislike navigating this, except Jockies on a survivor. Cannot be manually applied, only entities like{{ent|witch}}or{{ent|trigger_hurt}}are able to apply this to navigation meshes.
+
| style="padding:6px;"| Bots dislike navigating through this, except Jockies on a survivor. Cannot be manually applied, only entities like{{ent|witch}}or{{ent|trigger_hurt}}are able to apply this to nav areas.
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|-
 
|-
 
| style="text-align:center;"| <code>MOB_ONLY</code>
 
| style="text-align:center;"| <code>MOB_ONLY</code>
| style="padding:6px;"| Only Mobs will navigate through this. The navigation flow also won't compute through navigation meshes using this attribute.
+
| style="padding:6px;"| Only Mobs will navigate through this. The flow also won't compute through nav areas using this attribute.
This can't be set manually! Only settable by entities such as{{ent|func_breakable}}with<code>''All Infected''</code>for '''Breakable by''' property, or a{{ent|func_nav_attribute_region}}entity. {{warning|This attribute doesn't persist on round restarts!}}
+
<br>This can't be set manually! Only settable by entities such as{{ent|func_breakable}}with<code>''All Infected''</code>for '''Breakable by''' property, or a{{ent|func_nav_attribute_region}}entity. {{warning|This attribute doesn't persist on round restarts!}}
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|-
 
|-
| style="text-align:center;"| <code>NO_MERGE</code> || style="padding:6px;"| Disallows this navigation mesh from being merged with other meshes. Only usable during navigation mesh generation to not merge ares with<code style="color:#E5E5E5;">JUMP</code>attribute,<code style="color:#E5E5E5;">OBSTACLE_TOP</code>attribute, or<code style="color:#E5E5E5;">STAIRS</code> attribute. Manually applying this will get it automatically removed.
+
<!-- STAIRS is accounted for in the Source SDK 2013 I think? But its not saved to the mesh and exists on map spawn, so... -->
 +
| style="text-align:center;"| <code>NO_MERGE</code> || style="padding:6px;"| Disallows this nav areas from being merged with other areas. Only usable during nav mesh generation to not merge areas with<code style="color:#E5E5E5;">JUMP</code>attribute, or<code style="color:#E5E5E5;">OBSTACLE_TOP</code>attribute. Can be manually applied but won't be visible.
 
| style="padding:6px;"| No differences.
 
| style="padding:6px;"| No differences.
 
|-
 
|-
 
| style="text-align:center;"| <code>OBSTRUCTED</code>
 
| style="text-align:center;"| <code>OBSTRUCTED</code>
| style="padding:6px;"| Survivor bots dislike navigating this. Cannot be manually applied, only entities like{{ent|prop_physics}}or{{ent|func_nav_avoidance_obstacle}}are able to apply this to navigation meshes.
+
| style="padding:6px;"| Survivor bots dislike navigating this. Cannot be manually applied, only entities like{{ent|prop_physics}}or{{ent|func_nav_avoidance_obstacle}}are able to apply this to nav areas.
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|-
 
|-
| style="text-align:center;"| <code>PLAYERCLIP</code>  
+
| style="text-align:center;"| <code>PLAYERCLIP</code><br>{{only|{{l4d2}}}}
| style="padding:6px;"| Applied when intersecting with a brush having the [[Player clip]] texture. Jockies and Spitters avoid areas with this attribute. Automatically adds<code style="color:#E5E5E5;">BLOCKED_SURVIVOR</code>attribute.  
+
| style="padding:6px;"| Applied when intersecting with a brush having the [[Player clip]] texture. Blocks flow but also sets<code>-9999</code>for its own's flow. Automatically adds<code style="color:#E5E5E5;">BLOCKED_SURVIVOR</code>attribute.
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|-
 
|-
 
| style="text-align:center;"| <code>STAIRS</code>
 
| style="text-align:center;"| <code>STAIRS</code>
| style="padding:6px;"| Treat oncoming areas as flat ground, also disallowing bots from jumping and Commons from climbing.
+
| style="padding:6px;"| Treats oncoming areas as even ground, so bots also disregard jumping for high ground, but still jump over gaps. Also disallows Commons from climbing.
| style="padding:6px;"| Treats oncoming areas as flat ground, rather than ground we may need to jump to.
+
| style="padding:6px;"| Identical, but Commons don't exist in this game.
 
|-
 
|-
 
| style="text-align:center;"| <code>TANK_ONLY</code>
 
| style="text-align:center;"| <code>TANK_ONLY</code>
| style="padding:6px;"| Only Tanks will navigate through this. The navigation flow also won't compute through navigation meshes using this attribute.
+
| style="padding:6px;"| Only Tanks will navigate through this. The flow also won't compute through nav areas using this attribute.
This can't be set manually! Only settable by entities such as{{ent|prop_dynamic}}with<code>''Tank only''</code>for '''Breakable by''' property, or a{{ent|script_nav_attribute_region}}entity. {{warning|This attribute doesn't persist on round restarts!}}
+
<br>This can't be set manually! Only settable by entities such as{{ent|prop_dynamic}}with<code>''Tank only''</code>for '''Breakable by''' property, or a{{ent|script_nav_attribute_region}}entity. {{warning|This attribute doesn't persist on round restarts!}}
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
| style="padding:6px;"| <nowiki>-none-</nowiki>
 
|}
 
|}
  
 
=== Obsolete ===
 
=== Obsolete ===
Defunct / Deprecated leftover attributes from {{css}}. These attributes either have no practical functionality, or is superseded by existing attributes. but still can be applied.  
+
Defunct / Deprecated leftover attributes from {{css}}. These attributes either have no practical functionality, or is superseded by existing attributes. but still can be applied.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Attribute !! Description !! {{css}}'s Addendum
+
! style="width: 15%;"| Attribute
 +
! Description
 +
! style="width: 30%;"| {{css}}'s Addendum
 
|-
 
|-
 
| style="text-align:center;"| <code>AVOID</code>
 
| style="text-align:center;"| <code>AVOID</code>
| style="padding:6px;"| Jockies dislike navigating this.
+
| style="padding:6px;"| In {{l4d2}}, only Jockies avoid this. No effect in {{l4d}}.
 
| style="padding:6px;"| Makes all bots unprefer this mesh, sometimes outright avoiding it if its necessary before a jump.
 
| style="padding:6px;"| Makes all bots unprefer this mesh, sometimes outright avoiding it if its necessary before a jump.
 
|-
 
|-
 
| style="text-align:center;"| <code>CLIFF</code>
 
| style="text-align:center;"| <code>CLIFF</code>
| style="padding:6px;"| Scrapped leftover. Currently used by the nav generation system to be more delicate on generating nav meshes.
+
| style="padding:6px;"| Scrapped leftover. Currently used by the nav generation system to indicate its being delicate on generating nav areas.
 
| style="padding:6px;"| Identical.
 
| style="padding:6px;"| Identical.
 
|-
 
|-
 
| style="text-align:center;"| <code>CROUCH</code>
 
| style="text-align:center;"| <code>CROUCH</code>
| style="padding:6px;"| Infected bots unprefer this mesh as much as<code style="color:#E5E5E5;">AVOID</code>attribute intended, except Smokers. Automatically added by a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session. {{note|All types of bots already crouch automatically independent of navigation meshes.}}
+
| style="padding:6px;"| In {{l4d2}}, Blocks all Specials from this nav area but Smokers, and also spawning of all Specials. No visible effect in {{l4d}}. Automatically added by a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session. {{note|All types of bots already crouch automatically independent of nav areas.}}
 
| style="padding:6px;"| Makes bots crouch.
 
| style="padding:6px;"| Makes bots crouch.
 
|-
 
|-
 
| style="text-align:center;"| <code>DONT_HIDE</code>
 
| style="text-align:center;"| <code>DONT_HIDE</code>
| style="padding:6px;"| While in a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session, hiding spot markers (purple lines) generation is skipped for this nav area. Not used by any bots. {{note|This can compress the nav file's size!}}
+
| style="padding:6px;"| While in a<code style="color:#E5E5E5; background-color: #202020;">nav_analyze</code>session, hiding spot markers (green and purple lines) generation is skipped for this nav area. Not used by any bots. {{note|This can compress the nav file's size!}}
 
| style="padding:6px;"| Identical, but the hiding spot markers aren't unused.
 
| style="padding:6px;"| Identical, but the hiding spot markers aren't unused.
 
|-
 
|-
 
| style="text-align:center;"| <code>JUMP</code>
 
| style="text-align:center;"| <code>JUMP</code>
| style="padding:6px;"| Draws a green diagonal line on the mesh, along with making Infected bots unprefer this mesh, but also never spawning in this. {{note|In {{l4ds}}, All bots already automatically jump / climb based on nav connections.}}
+
| style="padding:6px;"| Specials never spawn on this. {{note|In {{l4ds}}, All bots already automatically jump / climb based on nav connections.}}
| style="padding:6px;"| Force bots to jump when they enter this mesh.
+
| style="padding:6px;"| Force bots to jump when they enter this nav area.
 
|-
 
|-
 
| style="text-align:center;"| <code>NO_HOSTAGES</code>
 
| style="text-align:center;"| <code>NO_HOSTAGES</code>
Line 167: Line 175:
 
|-
 
|-
 
| style="text-align:center;"| <code>NO_JUMP</code>
 
| style="text-align:center;"| <code>NO_JUMP</code>
| style="padding:6px;"| Draws a red diamond on the nav mesh.
+
| style="padding:6px;"| Draws a red diamond on the nav area.
 
| style="padding:6px;"| Prevents jump attempts.
 
| style="padding:6px;"| Prevents jump attempts.
 
|-
 
|-
 
| style="text-align:center;"| <code>RUN</code>
 
| style="text-align:center;"| <code>RUN</code>
| style="padding:6px;"| Center of marked mesh is given a pair of blue arrows.
+
| style="padding:6px;"| Center of marked nav area is given a pair of blue arrows.
 
| style="padding:6px;"| Maintain running speed and don't slow down.
 
| style="padding:6px;"| Maintain running speed and don't slow down.
 
|-
 
|-
 
| style="text-align:center;"| <code>OBSTACLE_TOP</code>
 
| style="text-align:center;"| <code>OBSTACLE_TOP</code>
| style="padding:6px;"| Automatically added when a mesh is created above a prop entity. {{note|Not related to{{ent|func_nav_avoidance_obstacle}}entity.}}
+
| style="padding:6px;"| Automatically added when a nav area is created above a prop entity. {{note|Not related to{{ent|func_nav_avoidance_obstacle}}entity.}}
 
| style="padding:6px;"| Identical.
 
| style="padding:6px;"| Identical.
 
|-
 
|-
 
| style="text-align:center;"| <code>STOP</code>
 
| style="text-align:center;"| <code>STOP</code>
| style="padding:6px;"| Center of marked mesh is given a red octagon.
+
| style="padding:6px;"| Center of marked nav area is given a red octagon.
| style="padding:6px;"| Halt for half a second when entering this navigation mesh.
+
| style="padding:6px;"| Halt for half a second when entering this nav area.
 
|-
 
|-
 
| style="text-align:center;"| <code>STAND</code>
 
| style="text-align:center;"| <code>STAND</code>
Line 187: Line 195:
 
|-
 
|-
 
| style="text-align:center;"| <code>TRANSIENT</code>
 
| style="text-align:center;"| <code>TRANSIENT</code>
| style="padding:6px;"| Turns the mesh outlines into dotted lines.
+
| style="padding:6px;"| Turns the nav area's outlines into dotted lines.
| style="padding:6px;"| This mesh will recheck if it is blocked every 2 seconds.
+
| style="padding:6px;"| For every 2 seconds, see if this nav area is now blocked by something if<code style="color:#E5E5E5; background-color: #202020;">nav_edit</code>isn't enabled.
 
|-
 
|-
 
| style="text-align:center;"| <code>WALK</code>
 
| style="text-align:center;"| <code>WALK</code>
| style="padding:6px;"| Center of marked mesh is given a singular green arrows.
+
| style="padding:6px;"| Center of marked nav area is given a singular green arrows.
 
| Bots hold down the<code style="color:#E5E5E5; background-color: #202020;">+walk</code>key on this, and are also not preferred to be navigated by bots.
 
| Bots hold down the<code style="color:#E5E5E5; background-color: #202020;">+walk</code>key on this, and are also not preferred to be navigated by bots.
 
|-
 
|-
 
| style="text-align:center;"| <code>UNDERWATER</code>
 
| style="text-align:center;"| <code>UNDERWATER</code>
| style="padding:6px;"| Mesh is given a blue square/rectangle, which resides near the outlines of the mesh. Added automatically when a navigation mesh is created, and is touching the insides of water.
+
| style="padding:6px;"| Nav area is given a blue square/rectangle, which resides near the outlines of the nav area. Added automatically when a nav area is created, and is touching the insides of water.
| style="padding:6px;"| Falling on this area from a high place will be safe.
+
| style="padding:6px;"| Falling on this nav area from a high place will be safe.
 
|-
 
|-
 
|}
 
|}
 +
 +
== Bit Values ==
 +
{{note|This section may be moved to a new page in the future. If it has been one week since October 15 2021 GMT+8, this note is no longer relevant.}}
 +
{{L4D series navbits table}}

Latest revision as of 12:44, 14 October 2021

English 简体中文

In Left 4 Dead Left 4 Dead 2, Navigation Mesh (or 'nav mesh' / 'nav' for short) play very important roles for the infected AI, and thus there are plently of attributes possessing very unique behaviors, intending to be applied by the level designer. Some are also necessary for a map to work.

There are two types of nav attributes, and these are what they do...

Spawn Attributes ('TERROR')

These attributes are visualised only with thez_debug 1command, where the unique color of an attribute fills the insides of the highlighted navigation areas. Colors of multiple Spawn Attributes do not mix, and one will always override the other.

Attribute Description
BATTLEFIELD Designated regions where a planned crescendo event will play out. All infected spawning, except Versus modes, will halt so long Survivors stay in it. Once a panic event starts, ALL infected bots spawns only at areas designated byBATTLEFIELDattributes, meaning infected spawning halts if Survivors manage to step out the regions.

 Should be applied to large regions of nav areas in the map; capable of containing many Infected spawn-friendly areas within it, and aBATTLESTATIONarea. If the play area has a way for Survivors to escape ahead, or the playing field constantly changes (like Gauntlet events), then this should not be used.

BATTLESTATION Indicates to Survivor Bots a strong defensive area for a panic event, usually next to supplies/weapons. Survivor bots may roam then reside in these nav areas before/during a panic event, giving it up when they think its unsafe (E.g. Too far from any human player). Intended only for nav areas already containing either aBATTLEFIELDorFINALE attribute.

 In Left 4 Dead 2, this attribute's behavior is mostly disabled, but can be brought back with thesb_allow_leading/allow_all_bot_survivor_teamcommands.

CHECKPOINT Designates the start/transition areas of the map. The round starts when a survivor leaves this area, and ends with all and only the survivors standing on this, with the saferoom door closed.
Note.png Note: Prohibits spawning of Player controlled Specials.
EMPTY Prevents only wandering/resting Commons from being populated. Useful to prevent commons hogging the limit in places where they play no role, usually outside the survivors's playable areas. (e.g. building rooftops).
FINALE Indicates a finale area. Otherwise characteristics are similar toBATTLEFIELDattribute. This should be used extensively across your finale's nav areas, and contain aBATTLESTATIONattribute within it.
LYINGDOWN
(only in Left 4 Dead 2)
Commons lie down and rest when not aroused by player.
NOT_CLEARABLE Prevents a nav area from being marked "cleared" by Survivors, which would otherwise disallow non-player infecteds from spawning; A nav area is 'cleared' once survivors have seen it, and removed all of its spawned infected.

 Usually found in outer-most areas survivors have attackable line-of-sight to, but can't really see (e.g. through fog).

NO_MOBS Prevents Mobs and player Tanks from spawning, but also prevents Specials from spawning inBATTLEFIELDnav areas. Good for making Mobs spawn desirable or more interesting areas, or to keep Mobs away from known areas that cause unnatural spawning.

 A clever example ofNO_MOBSis in thec10m2_drainagemap, Death Toll - Drainage.NO_MOBSis used in the long pipes, so that Mobs must spawn in the upper areas and run at you down the lengths of the pipe, rather than just around the corners.

NOTHREAT
(only in Left 4 Dead 2)
DisallowTHREATattribute from doing anything, if it is applied on the same nav area.
OBSCURED A very powerful nav attribute; Allows infected to spawn even when there is line-of-sight to a survivor. To be used in nav areas that are visually obscured, yet not considered so by the Director. For example, tree props. Survivor bots's line-of-sight to these nav areas are blocked to prevent omniscient behavior.
The Director can still create effective Mobs without theOBSCUREDattribute, but will usually be much further outside the survivors's PVS compared to without.
Note.png Note: Props that have collisions disabled are always unable to block line-of-sight.
PLAYER_START This attribute is to be applied in the exact nav area(s) that the players spawn in, so flow computing will work as intended. Only necessary for the first level of each campaign.
Note.png Note: If used in the starting saferoom, all dead players from the previous chapter will spawn with 100% HP instead of 50%.
RESCUE_VEHICLE Blocks a nav area until theinfo_directorinput "FinaleEscapeVehicleReadyForSurvivors" is fired, which then unblocks nav areas with this attribute.

 In Left 4 Dead 2, the VScript method NavMesh.UnblockRescueVehicleNav() can also be used to unblockRESCUE_VEHICLEattributes.

STOP_SCAN Infected bots won't navigate through this. IfSTOP_SCANattribute occupies a path entrance, Infected will spawn beyond the entrance if all Survivors pass it.
Warning.png Warning: If all survivors stand on this, no infected will spawn!

Automatic

Spawn Attributes automatically added by the game, usually unnecessary to be marked manually in any way.

Attribute Description
DOOR Survivor bots will monitor this nav area for interactable doors, while Infected bots may consider path alternatives if the door is closed. Also blocks off the spreading of theRESCUE_CLOSETattribute. Automatically assigned byprop_door_rotatingif it isn't locked.

 When the door is destroyed, the attribute renames itself to theDESTROYED_DOORname.

ESCAPE_ROUTE Basic guideline path of map from start to finish by linking spawns/checkpoints to the ending checkpoint/finale. This path helps the game/AI to make proper decisions based on routes and level progression.

 This should be left untouched, and let anav_analyzesession handle this.

RESCUE_CLOSET A Rescue closet room, spreading of attributes contained byDOORattribute. Wanderers are not allowed in this. Automatically assigned during anav_analyzesession.
THREAT Acts as spawn suggestions for AI Boss Infecteds (Tank & Witch). Only nav areas along theESCAPE_ROUTEpath are candidates forTHREATattribute. If its closest escape route path has already been reached by survivors,THREATwill be removed.

 Requiresnav_analyzeto be automatically marked at random areas.

Base Attributes

Attribtes that are stored the same way Counter-Strike: Source's debut attributes are.

Unlike Spawn Attributes, these don't fill a nav area with colors. They instead may have their own identifable pattern/shape made with lines, and can appear simulatiously with each other's. When recently hovered over, their names are shown for a short period.

AttributesMOB_ONLYandTANK_ONLYfill nav areas with colors, but are both technically Base Attributes, as their colors overlap with other Spawn Attributes.

Attribute Description Counter-Strike: Source's Addendum
PRECISE Disables "obstacle avoidance" behavior, which bots then no longer keep a distance from nearby characters or world geometry /prop_staticentities. Can be visualized withnb_debug PATHactive (green cuboids).

This attribute is for narrow areas that are close to said "obstacles", so bots do not make unwise decisions like walking off then falling.

Identical, but bots are forced to face this nav area when navigating towards it.

Automatic

Base attributes automatically added by the game, usually unnecessary to be marked manually in any way.

Attribute Description Counter-Strike: Source's Addendum
BLOCKED_ZOMBIE Similar toSTOP_SCANattribute, but all players (Survivors and Specials) and NPCs (Commons and Witches) who enter this nav area won't have their "last known nav area" be updated. Cannot be manually applied; requiresfunc_nav_blockerentity with teamToBlock set to 3. -none-
BLOCKED_SURVIVOR Similar toBLOCKED_ZOMBIEattribute, but instead blocks Survivor bot navigations. Jockies on survivors avoid this. Cannot be manually applied; requiresPLAYERCLIPattribute orscript_nav_blockerentity with teamToBlock set to 2.
Warning.png Warning: Infecteds can sometimes spawn on this, and they will think they aren't in any nav areas!
-none-
BREAKABLEWALL
(only in Left 4 Dead 2)
Infected bots dislike navigating through this, except Smokers. Assigned byprop_wall_breakable on map load. -none-
DAMAGING Bots dislike navigating through this, except Jockies on a survivor. Cannot be manually applied, only entities likewitchortrigger_hurtare able to apply this to nav areas. -none-
MOB_ONLY Only Mobs will navigate through this. The flow also won't compute through nav areas using this attribute.
This can't be set manually! Only settable by entities such asfunc_breakablewithAll Infectedfor Breakable by property, or afunc_nav_attribute_regionentity.
Warning.png Warning: This attribute doesn't persist on round restarts!
-none-
NO_MERGE Disallows this nav areas from being merged with other areas. Only usable during nav mesh generation to not merge areas withJUMPattribute, orOBSTACLE_TOPattribute. Can be manually applied but won't be visible. No differences.
OBSTRUCTED Survivor bots dislike navigating this. Cannot be manually applied, only entities likeprop_physicsorfunc_nav_avoidance_obstacleare able to apply this to nav areas. -none-
PLAYERCLIP
(only in Left 4 Dead 2)
Applied when intersecting with a brush having the Player clip texture. Blocks flow but also sets-9999for its own's flow. Automatically addsBLOCKED_SURVIVORattribute. -none-
STAIRS Treats oncoming areas as even ground, so bots also disregard jumping for high ground, but still jump over gaps. Also disallows Commons from climbing. Identical, but Commons don't exist in this game.
TANK_ONLY Only Tanks will navigate through this. The flow also won't compute through nav areas using this attribute.
This can't be set manually! Only settable by entities such asprop_dynamicwithTank onlyfor Breakable by property, or ascript_nav_attribute_regionentity.
Warning.png Warning: This attribute doesn't persist on round restarts!
-none-

Obsolete

Defunct / Deprecated leftover attributes from Counter-Strike: Source. These attributes either have no practical functionality, or is superseded by existing attributes. but still can be applied.

Attribute Description Counter-Strike: Source's Addendum
AVOID In Left 4 Dead 2, only Jockies avoid this. No effect in Left 4 Dead. Makes all bots unprefer this mesh, sometimes outright avoiding it if its necessary before a jump.
CLIFF Scrapped leftover. Currently used by the nav generation system to indicate its being delicate on generating nav areas. Identical.
CROUCH In Left 4 Dead 2, Blocks all Specials from this nav area but Smokers, and also spawning of all Specials. No visible effect in Left 4 Dead. Automatically added by anav_analyzesession.
Note.png Note: All types of bots already crouch automatically independent of nav areas.
Makes bots crouch.
DONT_HIDE While in anav_analyzesession, hiding spot markers (green and purple lines) generation is skipped for this nav area. Not used by any bots.
Note.png Note: This can compress the nav file's size!
Identical, but the hiding spot markers aren't unused.
JUMP Specials never spawn on this.
Note.png Note: In Left 4 Dead Left 4 Dead 2, All bots already automatically jump / climb based on nav connections.
Force bots to jump when they enter this nav area.
NO_HOSTAGES No effect. When leading a hostage, they won't navigate through this.
NO_JUMP Draws a red diamond on the nav area. Prevents jump attempts.
RUN Center of marked nav area is given a pair of blue arrows. Maintain running speed and don't slow down.
OBSTACLE_TOP Automatically added when a nav area is created above a prop entity.
Note.png Note: Not related tofunc_nav_avoidance_obstacleentity.
Identical.
STOP Center of marked nav area is given a red octagon. Halt for half a second when entering this nav area.
STAND No effect. Skip considering crouches only while in hiding spots.
TRANSIENT Turns the nav area's outlines into dotted lines. For every 2 seconds, see if this nav area is now blocked by something ifnav_editisn't enabled.
WALK Center of marked nav area is given a singular green arrows. Bots hold down the+walkkey on this, and are also not preferred to be navigated by bots.
UNDERWATER Nav area is given a blue square/rectangle, which resides near the outlines of the nav area. Added automatically when a nav area is created, and is touching the insides of water. Falling on this nav area from a high place will be safe.

Bit Values

Note.png Note: This section may be moved to a new page in the future. If it has been one week since October 15 2021 GMT+8, this note is no longer relevant.

The * character designates a name created by the community for easy identification.

Tip.png Tip: Any attribute here can be used in func_nav_attribute_region by inserting their bit value as a flag!
TODO: 


Base Attributes
Name Bit
CROUCH 1 << 0 (1)
JUMP 1 << 1 (2)
PRECISE 1 << 2 (4)
NO_JUMP 1 << 3 (8)
STOP 1 << 4 (16)
RUN 1 << 5 (32)
WALK 1 << 6 (64)
AVOID 1 << 7 (128)
TRANSIENT 1 << 8 (256)
DONT_HIDE 1 << 9 (512)
STAND 1 << 10 (1024)
NO_HOSTAGES 1 << 11 (2048)
STAIRS 1 << 12 (4096)
NO_MERGE 1 << 13 (8192)
OBSTACLE_TOP 1 << 14 (16384)
CLIFF 1 << 15 (32768)
TANK_ONLY 1 << 16 (65536)
MOB_ONLY 1 << 17 (131072)
PLAYERCLIP
(only in Left 4 Dead 2)
1 << 18 (262144)
BREAKABLEWALL
(only in Left 4 Dead 2)
1 << 19 (524288)
NAV_MESH_FLOW_BLOCKED* 1 << 27 (134217728)
NAV_MESH_OUTSIDE_WORLD 1 << 28 (268435456)
NAV_MESH_MOSTLY_FLAT 1 << 29 (536870912)
NAV_MESH_HAS_ELEVATOR 1 << 30 (1073741824)
NAV_MESH_NAV_BLOCKER 1 << 31 (-2147483648)
L4D Series
Navigation Attribute
Bits
Spawn Attributes
Name Bit
(No name) 1 << 0 (1)
EMPTY 1 << 1 (2)
STOP_SCAN 1 << 2 (4)
BATTLESTATION 1 << 5 (32)
FINALE 1 << 6 (64)
PLAYER_START 1 << 7 (128)
BATTLEFIELD 1 << 8 (256)
IGNORE_VISIBILITY 1 << 9 (512)
NOT_CLEARABLE 1 << 10 (1024)
CHECKPOINT 1 << 12 (4096)
NO_MOBS 1 << 13 (8192)
THREAT 1 << 14 (16384)
RESCUE_VEHICLE 1 << 15 (32768)
RESCUE_CLOSET 1 << 16 (65536)
ESCAPE_ROUTE 1 << 17 (131072)
DOOR or DESTROYED_DOOR 1 << 18 (262144)
NOTHREAT
(only in Left 4 Dead 2)
1 << 19 (524288)
LYINGDOWN
(only in Left 4 Dead 2)
1 << 20 (1048576)
COMPASS_NORTH* 1 << 24 (16777216)
COMPASS_NORTHEAST* 1 << 25 (33554432)
COMPASS_EAST* 1 << 26 (67108864)
COMPASS_EASTSOUTH* 1 << 27 (134217728)
COMPASS_SOUTH* 1 << 28 (268435456)
COMPASS_SOUTHWEST* 1 << 29 (536870912)
COMPASS_WEST* 1 << 30 (1073741824)
COMPASS_WESTNORTH* 1 << 31 (-2147483648)