Nav Mesh/Console commands

== 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. determines the amount of information generated. Also generates ladders 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.
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. determines the amount of information generated.
nav_max_view_distance 	Modify the distance used to test visibility for all nav areas when generating.
==== 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 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.
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.
nav_disconnect 	Removes connections between a marked area and highlighted 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_raisenav_corner_raise <Hammer units>	Raises the selected corner of the currently marked area or selected set.
nav_corner_lowernav_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_selectednav_save_selected <name> 	Stores a selected set in a KeyValues file at maps/<map name or <name>>_selected_<number up to 1000>.txt.
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.
Command 	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.
==== Place name commands ====
Command 	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 ====
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 	
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_allnb_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====
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. 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====
== See also ==
=== Non-Game Specific ===
* Nav Mesh Editing
=== Left 4 Dead Series ===
==== Introduction ====
* L4D Level Design/Nav Meshes
* L4D Level Design/Nav Flow
* L4D Level Design/Advanced Nav Editing
==== Resources ====
* Navigation Mesh Attributes (L4D)
* Left 4 Dead 2 Level Creation
* nav_mode.cfg (L4D) - Essential time-saving key binds for nav mesh editing, provided by Valve
Category:Source
Category:Level Design