Nav Mesh Commands

From Valve Developer Community
Revision as of 17:13, 16 July 2021 by Amicdict (talk | contribs) (nav_area_max_size is set to 50 in CS:GO, TF2, and Supposedly L4D2.)
Jump to: navigation, search
日本語 简体中文

Commands

These commands can be bound to a key in a config file for faster workflow. For example, Left 4 Dead (L4D) has nav_mode.cfg.

Mesh generation

Command Description
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_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_generate_incremental_range <Integer> Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark.
nav_auto_build_area Build out high-precision areas around the edit cursor and create them.
nav_save Saves the current Navigation Mesh to disk.
nav_analyze Loads the Navigation Mesh for the current map.

Selection commands

Command Description
nav_add_to_selected_set Add current area to the selected set. Usually the area selected is the one pointed at.
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.
nav_begin_deselecting Start continuously removing from the selected set.
nav_end_deselecting Stop continuously removing from the selected set.
nav_begin_selecting Start continuously adding to the selected set.
nav_end_selecting Stop continuously adding to the selected set.
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 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 file found in the L4D config folder binds this command to the Z key.
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.
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

Command Description
nav_delete Deletes the currently highlighted Area.
nav_delete_marked Deletes the currently marked Area (if any).
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_chop_selected Chops all selected areas into their component 1x1 areas
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_disconnect_outgoing_oneways For each area in the selected set, disconnect all outgoing one-way connections.
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.
nav_begin_shift_xy Begin shifting the Selected Set.
nav_stop_shift_xy Finish shifting the Selected Set.
nav_simplify_selected Temporarily forces nav_split_place_on_ground to 1, keeps nav_coplanar_slope_limit_displacement and <nav_coplanar_slope_limit> to at least 0.5, and nav_snap_to_grid to 1. It then strips analyzed data and subdivides the selected areas into 1x1 area, performs nav_generate_incremental on them without generating any areas, and finally recombines them before reselecting the resulting nav areas.

Bot navigation modification commands

Attributes modify 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.
Attributes. for Left 4 Dead Left 4 Dead 2.

Command Description
mark <Attribute> Marks the area with an attribute, such as CROUCH, PRECISE, NO_MOBS, etc.
nav_clear_attribute <Attribute> Clears attribute specified. If clear_attribute does not work to clear an attribute specified, this command might work.
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 Toggles the 'must crouch in this area' flag used by the AI system.
nav_fog_mark Sets fog value for selected areas.
nav_fog_pick Sets fog value for selected areas.
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 Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_no_jump Toggles the 'don't 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

Command Description
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.

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 To do: Explain
nav_trouble_report To do: Explain
nav_recompute_flow To do: 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 To do: 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.
Team Fortress 2Left 4 Dead 2Counter-Strike: Global OffensiveDefault 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 <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 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 <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.
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 <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 the time consuming phases of the analysis. Useful for data collection and testing.

See also

Non-Game Specific

Left 4 Dead Series

Introduction

Resources