Voja reto/Komandoj
This page needs to be translated.
This page either contains information that is only partially or incorrectly translated, or there isn't a translation yet.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article tries to comply with the alternate languages guide.
This page either contains information that is only partially or incorrectly translated, or there isn't a translation yet.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article tries to comply with the alternate languages guide.
Contents
Komandoj
Tiuj komandoj povas ligiĝi al agordo en agordara dosiero por pli rapida laborplano. Ekz. Left 4 Dead havas nav_mode.cfg .
Source
Generigo de Voja Reto
Komando | Priskribo |
---|---|
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. [[eo/
|
nav_generate_incremental | Run the generation process from walkable markers instead of on the entire mesh. Newly created areas will usually connect to preexisting areas. |
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 a NAV file. |
nav_load | ŝarĝi vojiran reton el la NAV dosiero de la nune ŝarĝita mapo. |
nav_analyze | Loads the Navigation Mesh for the current map. [[eo/
|
Komandoj por Elektigo
Komando ! | Priskribo |
---|---|
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. |
Komandoj por Redaktado
Command | Description |
---|---|
nav_delete | Deletes the currently highlighted or marked area, or selected set. |
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_subdivide | Divides a selected set or the area that the crosshair is hovering over. |
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.
Noto:Areas created through this method will bidirectionally connect to premarked areas.
|
nav_end_area | Defines the second corner of a new Area or Ladder and creates it. |
nav_connect | Creates a one-way connection from a marked area to the second Area. To make a two-way connection, also connect the second area to the first.
Noto:In a selected set
nav_connect will try to bidirectionally connect the first selected area to every subsequently selected area. |
nav_disconnect | Removes connections between a marked area and highlighted area.
Noto:In a selected set
nav_disconnect will try to disconnect connections between the first selected area and every subsequently selected area. |
nav_disconnect_outgoing_oneways | Disconnect all outgoing one-way connections for a highlighted area, or selected set. |
nav_splice | Makes a joint area between a marked/selected area and a highlighted/marked area. |
nav_corner_select | Select a corner of the currently marked Area. Use multiple times to access all four corners. |
nav_corner_raise nav_corner_raise <Hammer units > |
Raises the selected corner of the currently marked area or selected set. |
nav_corner_lower nav_corner_lower <Hammer units > |
Lowers the selected corner of the currently marked area or selected set. |
nav_corner_place_on_ground | Places the selected set, selected corner of the currently marked area, or the marked area itself, on the ground. |
nav_shift <x, y, z> | Shifts the selected areas by the specified amounts. |
nav_begin_shift_xy | Begin shifting the Selected Set. |
nav_end_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.
|
nav_save_selected nav_save_selected <name> |
Stores a selected set in a KeyValues file at maps/<map name or <name>>_selected_<number up to 1000>.txt . Erareto:If <name> exists, the file is saved with nav_save_selected instead of <name> . [todo tested in?] |
nav_merge_mesh <filename> | Imports nav areas from the specified KeyValues file in maps/ .
|
Attribute 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 .
Komando | Priskribo |
---|---|
mark <Attribute> nav_mark_attribute <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. |
wipe_nav_attributes | Clears all nav 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. |
Komandoj por Loka nomo
Komando | Priskribo |
---|---|
nav_toggle_place_mode | Toggle the editor into and out of place mode. Place mode allows the labelling of nav areas with place names. |
nav_set_place_mode | Sets the editor into or out of place mode. Place mode allows the labelling of nav areas with place names. |
nav_use_place <place> | If used with no argument, all available places will be listed. If a place argument is given, the current place is set. |
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 assign the current place to it. |
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. |
Diversaj komandoj
Additional Console Variables
Komando | Priskribo |
---|---|
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. Default is set to 50. |
nav_blockers_can_affect_flow | Default is set to 1 |
nav_create_area_at_feet | Anchor nav_begin_area Z to editing player's feet. 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 | Default is set to 0.7 |
nav_corner_adjust_adjacent | Radius used to raise/lower corners in nearby areas when raising/lowering corners. Default is set to 18 |
nav_debug_blocked | Default is set to 0 |
nav_debug_finale_area | 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). Default is set to 10000 |
nav_draw_limit <Count> | The maximum number of areas to draw in edit mode. 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. Default is set to 1 |
nav_flood_select_tolerance | Allowable z distance of selectable areas from the start area. Default is set to 0 |
nav_fog_edit | Default is set to 0 |
nav_generate_fencetops | Autogenerate nav areas on fence and obstacle tops. 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 , always keep this enabled. |
Teama Fortreso 2
Por Rigardas Atributojn
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
tf_show_actor_potential_visibility | 01 | <bool> | Shows areas potentially visible to a demographic (Purple for both teams, red for RED team, and blue for BLU team). |
tf_show_bomb_drop_areas |
| 0 disables, 1 enables | Shows areas where BLU bots can get to and can drop the bomb. |
tf_show_blocked_areas |
| 0 disables, 1 enables | Shows areas blocked by a demographic (Purple for both teams, red for RED team, blue for BLU team). |
tf_show_control_points |
| 0 disables, 1 enables | Show areas that a control point (not payload) is on in yellow, and adjacent areas in dark yellow. |
tf_show_in_combat_areas |
| 0 disables, 1 enables | Shows areas that are in combat from dark red to red depending on the amount of combat. |
tf_show_enemy_invasion_areas |
| 0 disables, 1 enables | Shows the areas that the enemy team will invade. |
tf_show_incursion_flow |
| 0 disables, 1 enables | Shows paths (as vectors within tf_show_incursion_flow_range) a team takes to get to the capturable point (1 shows RED team paths, 2 shows BLU team paths). |
tf_show_sentry_danger |
| integer | how sentry danger areas (colored red for RED sentries and blue for BLU sentries). 1:Use m_sentryAreas. 2:Check all nav areas. |
tf_show_sniper_spots |
| 0 disables, 1 enables | Shows (purple for both teams, red for RED team, and blue for BLUE team) areas that aren't within tf_show_sniper_areas_safety_range units of the enemy invasion area. |
tf_show_sniper_areas_safety_range |
| 0 disables, 1 enables | The range in which sniper spots withinin the invasion areas are not shown through tf_show_sniper_spots . |
tf_show_train_path |
| 0 disables, 1 enables | Shows the train track path for the payload cart. |
tf_show_incursion_flow_gradient |
| integer | Shows the path a team takes to get to the capture-able point as gradient colors (1 shows RED team paths in red, 2 shows BLU team paths in blue). |
tf_show_incursion_flow_range |
| integer | The range in which incursion flow vectors are visible. |
tf_show_incursion_range |
| 0 disables, 1 enables | Highlight areas with incursion distances between tf_show_incursion_range_min and tf_show_incursion_range_max cvar values. |
tf_show_incursion_range_min |
| Hammer units | Minimum range to show incursion distances within with tf_show_incursion_range . |
tf_show_incursion_range_max |
| Hammer units | Maximum range to show incursion distances within with tf_show_incursion_range . |