

The command "mark CROUCH" is the same as the command nav_crouch. Many attributes also have their own command, such as nav_crouch. Imports nav areas from the specified KeyValues file in maps/.Īttributes modify the nav area with commands that modify NPC behavior, such as a forced crouch, following a specific path, disallowing spawn, etc. Stores a selected set in a KeyValues file at maps/>_selected_.txt.īug: If exists, the file is saved with nav_save_selected instead of. 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. Temporarily forces nav_split_place_on_ground to 1, keeps nav_coplanar_slope_limit_displacement and to at least 0.5, and nav_snap_to_grid to 1. Shifts the selected areas by the specified amounts.

Places the selected set, selected corner of the currently marked area, or the marked area itself, on the ground. Lowers the selected corner of the currently marked area or selected set.

Raises the selected corner of the currently marked area or selected set. Use multiple times to access all four corners. Select a corner of the currently marked Area. Makes a joint area between a marked/selected area and a highlighted/marked area. Note: In a selected set nav_disconnect will try to disconnect connections between the first selected area and every subsequently selected area.ĭisconnect all outgoing one-way connections for a highlighted area, or selected set. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command. Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.ĭefines a corner of a new Area or Ladder. To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. To split an Area into two, align the split line using your cursor and invoke the split command.ĭivides a selected set or the area that the crosshair is hovering over.Ĭhops the marked area into disconnected sub-areas suitable for sniper spots.Ĭhops all selected areas into their component 1x1 areas Selects/highlights all nav mesh areas marked with one attribute specified.ĭeletes the currently highlighted or marked area, or selected set.ĭeletes the currently marked Area (if any). This does not mean that all nav mesh areas are selected. Selects/highlights all nav meshes that are connected, starting with the nav mesh that the in-game gun crosshair is pointing at. In other words, this command de-selects the nav mesh areas selected. For example, nav_mode.cfg file found in the L4D config folder binds this command to the Z key.Ĭlears selection of all selected nav mesh areas that were visually highlighted. This command is typically bound to a key for sake of convenience. Selects the nav mesh area that the gun in-game crosshair is pointing at. Stop continuously adding to the selected set. Start continuously adding to the selected set. Stop continuously removing from the selected set. Start continuously removing from the selected set. This is useful for reports in the console regarding UpdateBlocked and possible flow errors. Usually the area selected is the one pointed at.

nav_quicksave determines the amount of information generated.Īdd current area to the selected set. Loads the Navigation Mesh for the current map. Loads navigation mesh from the current map's NAV file. Saves the current Navigation Mesh to a NAV file. The center of the is defined by the walkable mark.īuild out high-precision areas around the edit cursor and create them. Generates nav mesh in range specified (units?). Newly created areas will usually connect to preexisting areas. Run the generation process from walkable markers instead of on the entire mesh. nav_quicksave determines the amount of information generated. Generate a Navigation Mesh for the current map and save it to disk. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.Įrase any previously placed walkable positions. Mark the current location as a walkable position. For example, Left 4 Dead (L4D) has nav_mode.cfg. These commands can be bound to a key in a config file for faster workflow.
