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
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_quicksave|#nav_quicksave]] determines the amount of information generated. Also generates ladders (not in
) and does a nav_analyze in the end.
|
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.
Warning: Using it will delete all JUMP areas and also some random connections scattered around the map. Use it only in the beginning of the nav creation process.
|
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 |
Loads navigation mesh from the current map's NAV file.
|
nav_analyze |
Loads the Navigation Mesh for the current map. [[
- nav_quicksave|#nav_quicksave]] determines the amount of information generated.
|
nav_max_view_distance |
Modify the distance used to test visibility for all nav areas when generating.
Tip:The default value (6000) is extremely inefficient for open, large maps and will generate bloated file sizes. Setting it to a value like 2000 will make generation much faster and take up way less file size.
|
Selection commands
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
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.
Note: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.
Note: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.
Note: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 .
Bug: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.
Description
|
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.
|
Description
|
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.
|
Other commands
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 |
Confirm:Identical to nav_edit 1
|
nav_trouble_report |
Returns any problems with navmesh (e.g. Disconnected Ladders, Orphan Navmesh Areas (Disconnected Navmesh areas))
|
nav_recompute_flow |
The director attempts to connect the starting area to the CHECKPOINT attribute or the FINALE attribute by command. If succeeded, this establishes the flow.
|
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 |
Commands all NPCs to move to the location of the 3D cursor
|
Additional Console Variables
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.
  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.
|
Team Fortress 2
Viewing
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_areas |
|
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_areas. |
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. |
See also
Non-Game Specific
Left 4 Dead Series
Introduction
Resources