Difference between revisions of "Nav指令大全"

From Valve Developer Community
Jump to: navigation, search
(Created page with "{{otherlang2 |jp=Counter-Strike:_Source_Navigation_Mesh_Console_Command_Reference:jp |en=Counter-Strike:_Source_Navigation_Mesh_Console_Command_Reference }} == Console comma...")
 
Line 3: Line 3:
 
|en=Counter-Strike:_Source_Navigation_Mesh_Console_Command_Reference
 
|en=Counter-Strike:_Source_Navigation_Mesh_Console_Command_Reference
 
}}
 
}}
== [[Console command|Commands]] ==
+
== [[控制台命令|指令]] ==
These commands can be bound to a key in a config file for faster workflow. For example, [[Left 4 Dead|Left 4 Dead (L4D)]] has [[Nav mode.cfg (L4D)|nav_mode.cfg]].
+
为了加快您的工作效率,您可以将这些指令绑定至CFG脚本内。例如, [[Left 4 Dead|Left 4 Dead (L4D)]][[Nav mode.cfg (L4D)|nav_mode.cfg]]
 +
注意:区域可以等于导航网络。
  
=== Mesh generation ===
+
=== 导航网络(网格)生成 ===
 
;nav_mark_walkable
 
;nav_mark_walkable
:Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
+
: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
 
;nav_clear_walkable_marks
:Erase any previously placed walkable positions.
+
:消除地图内所有标记点。
  
 
;nav_generate
 
;nav_generate
:Generate a Navigation Mesh for the current map and save it to disk.
+
:为当前地图生成导航网络并保存至磁盘。
  
 
;nav_generate_incremental
 
;nav_generate_incremental
:Run the generation process again without altering the existing mesh. If there are additional walkable areas and/or walkable marks, new areas will be generated and added to the mesh.  Note that these new areas will have to be manually connected to the existing mesh.
+
:在不改变现有存在nav的情况之下,增加新的导航网络。比如生成的导航网络有些地方没有被覆盖,可以利用这个填充那个部分并且不会修改原有已生成的导航网络。
 +
Note that these new areas will have to be manually connected to the existing mesh.
  
 
;nav_generate_incremental_range <integer>
 
;nav_generate_incremental_range <integer>
:Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark.
+
:设置导航网络一次生成的距离(单位?),以标记点位中心。
  
 
;nav_auto_build_area
 
;nav_auto_build_area
Line 26: Line 27:
  
 
;nav_save
 
;nav_save
:Saves the current Navigation Mesh to disk.
+
:保存当前地图的导航网络至磁盘。
  
 
;nav_analyze
 
;nav_analyze
:Analyze the current Navigation Mesh and save it to disk. The analysis phase computes the second-order data needed by the bots for their planning and attention systems.
+
: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_load
:Loads the Navigation Mesh for the current map.
+
:为当前地图导入导航网络。
  
 
=== Selection commands ===
 
=== Selection commands ===
 
;nav_add_to_selected_set
 
;nav_add_to_selected_set
:Add current area to the selected set. Usually the area selected is the one pointed at.
+
:将当前区域添加至所选集合内,通常是光标所指位置。
  
 
;nav_add_to_selected_set_by_id  
 
;nav_add_to_selected_set_by_id  
:Selects the nav by area number / id. This is useful for reports in the console regarding UpdateBlocked and possible flow errors.
+
:将明确的导航网络ID进行选择,一般对于后期处理错误很有帮助。
  
 
;nav_begin_deselecting
 
;nav_begin_deselecting
Line 48: Line 48:
  
 
;nav_begin_selecting
 
;nav_begin_selecting
:Start continuously adding to the selected set.
+
:选择一个批量选择开始点。
  
 
;nav_end_selecting
 
;nav_end_selecting
:Stop continuously adding to the selected set.
+
:选择一个批量选择结束点。
  
 
;nav_begin_drag_deselecting
 
;nav_begin_drag_deselecting
Line 66: Line 66:
  
 
;nav_toggle_in_selected_set
 
;nav_toggle_in_selected_set
:Selects the nav mesh area that the gun in-game crosshair is pointing at. This command is typically bound to a key for sake of convenience. For example, [[Nav mode.cfg (L4D)|nav_mode.cfg]] file found in the L4D config folder binds this command to the Z key.
+
: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”。
  
 
;nav_clear_selected_set
 
;nav_clear_selected_set
:Clears selection of all selected nav mesh areas that were visually highlighted. In other words, this command de-selects the nav mesh areas selected.
+
:取消所有选择的导航网络。
  
 
;nav_flood_select
 
;nav_flood_select
Line 79: Line 79:
 
=== Editing commands ===
 
=== Editing commands ===
 
;nav_delete
 
;nav_delete
:Deletes the currently highlighted Area.
+
:删除选择的导航网络。
  
 
;nav_delete_marked
 
;nav_delete_marked
:Deletes the currently marked Area (if any).
+
:删除当前标记的区域(如果有。)
  
 
;nav_split
 
;nav_split
:To split an Area into two, align the split line using your cursor and invoke the split command.
+
:拆分导航网络,方法是对准某个导航网络,导航网络将会出现一条线,以此条线来拆分导航网络。
  
 
;nav_make_sniper_spots
 
;nav_make_sniper_spots
Line 94: Line 94:
  
 
;nav_merge
 
;nav_merge
:To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
+
:合并导航网络,需要同高度位置且长度宽度相等。
  
 
;nav_mark
 
;nav_mark
:Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
+
:标记区域或者梯子,以便后续操作。
  
 
;nav_unmark
 
;nav_unmark
:Clears the marked Area or Ladder.
+
:取消标记区域或者梯子。
  
 
;nav_begin_area
 
;nav_begin_area
:Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
+
: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_end_area
:Defines the second corner of a new Area or Ladder and creates it.
+
:完成手动创建的导航网络。
  
 
;nav_connect
 
;nav_connect
:To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ''one-way'' connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
+
:连接两个导航网络。选中一个导航网络对准另一个导航网络,并输入此指令。请注意:这样做是单向连接,比如以求生之路为例,上单向连接下,则感染者可以从上下来,但是他们不会从下上去。所以如果你需要双向连接请选择两个导航网络。
  
 
;nav_disconnect
 
;nav_disconnect
:To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
+
:取消导航网络的连接。
  
 
;nav_splice
 
;nav_splice
:To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
+
:选择两个导航网络,然后输入此指令,由系统自动创建两个导航网络的空缺部分。
  
 
;nav_corner_select
 
;nav_corner_select
Line 121: Line 120:
  
 
;nav_corner_raise
 
;nav_corner_raise
:Raise the selected corner of the currently marked Area.
+
:升高当前选择的导航网络。
  
 
;nav_corner_lower
 
;nav_corner_lower
:Lower the selected corner of the currently marked Area.
+
:降低当前选择的导航网络。
  
 
;nav_corner_place_on_ground
 
;nav_corner_place_on_ground
:Places the selected corner of the currently marked Area on the 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
 
;nav_begin_shift_xy
Line 137: Line 136:
 
;nav_simplify_selected
 
;nav_simplify_selected
  
=== Bot navigation modification commands ===
+
=== NAV修正命令 ===
A nav area flag may also be called an attribute. The flag/attribute modifies the nav area with commands that modify NPC behavior, such as a forced crouch, following a specific path, disallowing spawn, etc. Many attributes also have their own command, such as nav_crouch. The command "mark CROUCH" is the same as the command nav_crouch. L4D, as an example, has a [[Navigation_Meshes_(L4D)|list of attributes]] where some may apply to only L4D.
+
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>
 
;mark <attribute>
:Marks the area with an attribute, such as CROUCH, PRECISE, NO_MOBS, etc.
+
:标记一个区域的属性,像是CROUCH, PRECISE, NO_MOBS等。
  
 
;nav_clear_attribute <attribute>
 
;nav_clear_attribute <attribute>
:Clears attribute specified. If clear_attribute does not work to clear an attribute specified, this command might work.
+
:清除指定区域属性。
  
 
;clear_attribute <attribute>
 
;clear_attribute <attribute>
Line 153: Line 152:
  
 
;nav_crouch
 
;nav_crouch
:Toggles the 'must crouch in this area' flag used by the AI system.
+
:标记此区域的BOT必须强制下蹲。
  
 
;nav_fog_mark
 
;nav_fog_mark
:Sets fog value for selected areas.
+
:设置选择区域雾的值。
  
 
;nav_fog_pick
 
;nav_fog_pick
:Sets fog value for selected areas.
+
:设置选中区域雾的值。
  
 
;nav_fog_select_place
 
;nav_fog_select_place
Line 171: Line 170:
  
 
;nav_jump
 
;nav_jump
:Toggles the 'traverse this area by jumping' flag used by the AI system.
+
:标记此区域BOT必须跳跃。
  
 
;nav_no_jump
 
;nav_no_jump
:Toggles the 'don't jump in this area' flag used by the AI system.
+
:标记此区域BOT无法跳跃。
  
 
;nav_stop
 
;nav_stop
:Toggles the 'must stop when entering this area' flag used by the AI system.
+
:标记进入此区域必须停止。
  
 
;nav_walk
 
;nav_walk
Line 228: Line 227:
 
:Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
 
:Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  
=== Other commands ===
+
=== 其他指令 ===
 
;nav_check_file_consistency
 
;nav_check_file_consistency
 
:Scans the maps directory and reports any missing/out-of-date navigation files.
 
:Scans the maps directory and reports any missing/out-of-date navigation files.

Revision as of 14:48, 29 October 2018

English 日本語

指令

为了加快您的工作效率,您可以将这些指令绑定至CFG脚本内。例如, Left 4 Dead (L4D)nav_mode.cfg。 注意:区域可以等于导航网络。

导航网络(网格)生成

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

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

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

Selection commands

nav_add_to_selected_set
将当前区域添加至所选集合内,通常是光标所指位置。
nav_add_to_selected_set_by_id
将明确的导航网络ID进行选择,一般对于后期处理错误很有帮助。
nav_begin_deselecting
Start continuously removing from the selected set.
nav_end_deselecting
Stop continuously removing from the selected set.
nav_begin_selecting
选择一个批量选择开始点。
nav_end_selecting
选择一个批量选择结束点。
nav_begin_drag_deselecting
Start dragging a selection area.
nav_end_drag_deselecting
Stop dragging a selection area.
nav_begin_drag_selecting
Start dragging a selection area.
nav_end_drag_selecting
Stop dragging a selection area.
nav_toggle_in_selected_set
选择光标对准的导航网络,通常可以绑定一个按键。例如,nav_mode.cfg 在求生之路1的配置文件内,绑定按键为“z”。
nav_clear_selected_set
取消所有选择的导航网络。
nav_flood_select
Selects/highlights all nav meshes that are connected, starting with the nav mesh that the in-game gun crosshair is pointing at. This does not mean that all nav mesh areas are selected.
select_with_attribute
Selects/highlights all nav mesh areas marked with one attribute specified.

Editing commands

nav_delete
删除选择的导航网络。
nav_delete_marked
删除当前标记的区域(如果有。)
nav_split
拆分导航网络,方法是对准某个导航网络,导航网络将会出现一条线,以此条线来拆分导航网络。
nav_make_sniper_spots
Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_chop_selected
Chops all selected areas into their component 1x1 areas
nav_merge
合并导航网络,需要同高度位置且长度宽度相等。
nav_mark
标记区域或者梯子,以便后续操作。
nav_unmark
取消标记区域或者梯子。
nav_begin_area
手动创建一个导航网络的一个对角,然后以相对方向拖动鼠标以规划区域,输入“nav_end_area”完成创建。
nav_end_area
完成手动创建的导航网络。
nav_connect
连接两个导航网络。选中一个导航网络对准另一个导航网络,并输入此指令。请注意:这样做是单向连接,比如以求生之路为例,上单向连接下,则感染者可以从上下来,但是他们不会从下上去。所以如果你需要双向连接请选择两个导航网络。
nav_disconnect
取消导航网络的连接。
nav_splice
选择两个导航网络,然后输入此指令,由系统自动创建两个导航网络的空缺部分。
nav_corner_select
Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_corner_raise
升高当前选择的导航网络。
nav_corner_lower
降低当前选择的导航网络。
nav_corner_place_on_ground
将导航网络贴紧地面,通常的用于不平整的地形。
nav_begin_shift_xy
Begin shifting the Selected Set.
nav_stop_shift_xy
Finish shifting the Selected Set.
nav_simplify_selected

NAV修正命令

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

mark <attribute>
标记一个区域的属性,像是CROUCH, PRECISE, NO_MOBS等。
nav_clear_attribute <attribute>
清除指定区域属性。
clear_attribute <attribute>
Clears attribute specified. If nav_clear_attribute does not work to clear an attribute specified, such as PLAYER_START, this command might work.
wipe_attributes
Clears all attributes on the selected part of the nav mesh
nav_crouch
标记此区域的BOT必须强制下蹲。
nav_fog_mark
设置选择区域雾的值。
nav_fog_pick
设置选中区域雾的值。
nav_fog_select_place
Selects all areas with the given fog place.
nav_gen_cliffs_approx
Mark cliff areas, post-processing approximation.
nav_precise
Toggles the 'don't avoid obstacles' flag used by the AI system.
nav_jump
标记此区域BOT必须跳跃。
nav_no_jump
标记此区域BOT无法跳跃。
nav_stop
标记进入此区域必须停止。
nav_walk
Toggles the 'traverse this area by walking' flag used by the AI system.
nav_run
Toggles the 'traverse this area by running' flag used by the AI system.
nav_avoid
Toggles the 'avoid this area when possible' flag used by the AI system.
nav_transient
Toggles the 'area is transient and may become blocked' flag used by the AI system.
nav_dont_hide
Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_stand
Toggles the 'stand while hiding' flag used by the AI system.
nav_no_hostages
Toggles the 'hostages cannot use this area' flag used by the AI system.

Place name commands

nav_use_place
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_place_replace
Replaces all instances of the first place with the second place.
nav_place_list
Lists all place names used in the map.
nav_toggle_place_mode
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_set_place_mode
Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_place_floodfill
Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_pick
Sets the current Place to the Place of the Area under the cursor.
nav_toggle_place_painting
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_mark_unnamed
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.

其他指令

nav_check_file_consistency
Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_connectivity
Reports any areas that aren't connected to every hostage rescue zone and bomb site in the map.
nav_update_blocked
Updates the blocked/unblocked status for every nav area.
nav_check_floor
Updates the blocked/unblocked status for every nav area.
nav_check_stairs
Update the nav mesh STAIRS attribute
nav_fog_print_used
Prints out the list of fog names used in the map.
nav_fog_set
If used without arguments, all available Fog values will be listed. If a Fog argument is given, the current Fog is set.
nav_fix_playerclips
Fixup nodes marked with NAV_PLAYERCLIP.
nav_remove_unused_jump_areas
Removes jump areas with at most 1 connection to a ladder or non-jump area.
nav_strip
Strips all Hiding Spots, Approach Points, and Encounter Spots from all Areas in the mesh.
nav_warp_to_mark
Warps the player to the marked area.
nav_ladder_flip
Flips the selected ladder's direction.
nav_compress_id
Re-orders area and ladder ID's so they are continuous.
nav_show_ladder_bounds
Draws the bounding boxes of all func_ladders in the map.
nav_build_ladder
Attempts to build a nav ladder on the climbable surface under the cursor.
nav_gui
nav_trouble_report
nav_recompute_flow
nb_delete_all or nb_delete_all <group type>
Removes all NPCs in the game or, if group type is specified, removes group specified. An example group type would be Infected in L4D.
nb_move_to_cursor
Commands NPCs to move to area where the in-game gun crosshair is pointing. This command is useful in testing the movement of any infected or survivors in L4D.

Console Variables

nav_area_bgcolor R G B A
RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size
Max area size created in nav generation. <Left 4 Dead 2> Default is set to 50
nav_blockers_can_affect_flow
<Left 4 Dead 2> Default is set to 1
nav_create_area_at_feet
Anchor nav_begin_area Z to editing player's feet. <Left 4 Dead 2> Default is set to 0
nav_create_place_on_ground (0 or 1)
If set to 1, nav areas will be placed flush with the ground when created by hand.
nav_coplanar_slope_limit value
Metric to determine whether adjacent walkable samples are planar and can be used to create a single planar nav area. If the dot product of two adjacent candidate's unit normals is equal to or greater than value, they are considered co-planar and can be merged. Therefore, value can range from 0 to 1.
nav_coplanar_slope_limit_displacement
<Left 4 Dead 2> Default is set to 0.7
nav_corner_adjust_adjacent
Radius used to raise/lower corners in nearby areas when raising/lowering corners. <Left 4 Dead 2> Default is set to 18
nav_debug_blocked
<Left 4 Dead 2> Default is set to 0
nav_debug_finale_area
<Left 4 Dead 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). <Left 4 Dead 2> Default is set to 10000
nav_draw_limit count
The maximum number of areas to draw in edit mode. <Left 4 Dead 2> Default is set to 500
nav_edit (0 or 1)
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_generate_fixup_jump_areas
Convert obsolete jump areas into 2-way connections. <Left 4 Dead 2> Default is set to 1
nav_flood_select_tolerance
Allowable z distance of selectable areas from the start area. <Left 4 Dead 2> Default is set to 0
nav_fog_edit
<Left 4 Dead 2> Default is set to 0
nav_generate_fencetops
Autogenerate nav areas on fence and obstacle tops. <Left 4 Dead 2> Default is set to 1
nav_restart_after_analysis (0 or 1)
If set to 1, when nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
nav_show_approach_points (0 or 1)
Show Approach Points in the Navigation Mesh.
nav_show_area_info duration
Duration in seconds to show nav area ID and attributes while editing
nav_show_danger (0 or 1)
Show current 'danger' levels.
nav_show_player_counts (0 or 1)
Show current player counts in each area.
nav_slope_limit Z
The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_snap_to_grid (0 or 1)
If set to 1, snap to the nav generation grid when creating new nav areas
nav_split_place_on_ground (0 or 1)
If set to 1, nav areas will be placed flush with the ground when split.
nav_quicksave (0 or 1)
Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.

See also