Difference between revisions of "Navigation Mesh Commands"

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Revision as of 21:03, 2 December 2005

Commands

Mesh Generation

nav_generate
Generate a Navigation Mesh for the current map and save it to disk.
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.
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.
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.
nav_clear_walkable_marks
Erase any previously placed walkable positions.
nav_save
Saves the current Navigation Mesh to disk.
nav_load
Loads the Navigation Mesh for the current map.

Editing Commands

nav_delete
Deletes the currently highlighted Area.
nav_split
To split an Area into two, align the split line using your cursor and invoke the split command.
nav_make_sniper_spots
Chops the marked area into disconnected sub-areas suitable for sniper spots.
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.
nav_mark
Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_unmark
Clears the marked Area or Ladder.
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.
nav_end_area
Defines the second corner of a new Area or Ladder and creates it.
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.
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.
nav_splice
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_corner_select
Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_corner_raise
Raise the selected corner of the currently marked Area.
nav_corner_lower
Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground
Places the selected corner of the currently marked Area on the ground.

Bot Navigation Modification Commands

nav_crouch
Toggles the 'must crouch in this area' flag used by the AI system.
nav_precise
Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_jump
Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_no_jump
Toggles the 'dont jump in this area' flag used by the AI system.
nav_stop
Toggles the 'must stop when entering this area' flag used by the AI system.
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 curent 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.

Other Commands

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_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_mark_unnamed
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
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.

Console Variables

nav_area_bgcolor R G B A
RGBA color to draw as the background color for nav areas while editing.
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_draw_limit count
The maximum number of areas to draw in edit mode
nav_edit (0 or 1)
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
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

Bot Navigation for Counter-Strike:Source

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