Aqui esta la lista con los comandos del navigation mesh.
Mesh generation
Mesh generation
- 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
- Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark.
- nav_save
- Saves the current Navigation Mesh to disk.
- 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_load
- Loads the Navigation Mesh for the current map.
Selection commands
- 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
- 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.
- nav_simplify_selected
Bot navigation modification commands
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 list of attributes where some may apply to only L4D.
- mark
- Marks the area with an attribute, such as CROUCH, PRECISE, NO_MOBS, etc.
- nav_clear_attribute
- Clears attribute specified. If clear_attribute does not work to clear an attribute specified, this command might work.
- clear_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_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.
- Toggles the 'area is transient and may become blocked' flag used by the AI system.
- nav_no_hostages
- 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.
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.
- nav_gui
- nav_trouble_report
- nav_recompute_flow
- nb_delete_all or nb_delete_all
- 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_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.
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