Garry's Mod Wiki




NAV_MESH_INVALID0The nav area is invalid.
NAV_MESH_CROUCH1Must crouch to use this node/area
NAV_MESH_JUMP2Must jump to traverse this area (only used during generation)
NAV_MESH_PRECISE4Do not adjust for obstacles, just move along area
NAV_MESH_NO_JUMP8Inhibit discontinuity jumping
NAV_MESH_STOP16Must stop when entering this area
NAV_MESH_RUN32Must run to traverse this area
NAV_MESH_WALK64Must walk to traverse this area
NAV_MESH_AVOID128Avoid this area unless alternatives are too dangerous
NAV_MESH_TRANSIENT256Area may become blocked, and should be periodically checked
NAV_MESH_DONT_HIDE512Area should not be considered for hiding spot generation
NAV_MESH_STAND1024Bots hiding in this area should stand
NAV_MESH_NO_HOSTAGES2048Hostages shouldn't use this area
NAV_MESH_STAIRS4096This area represents stairs, do not attempt to climb or jump them - just walk up
NAV_MESH_NO_MERGE8192Don't merge this area with adjacent areas
NAV_MESH_OBSTACLE_TOP16384This nav area is the climb point on the tip of an obstacle
NAV_MESH_CLIFF32768This nav area is adjacent to a drop of at least CliffHeight (300 hammer units). Unused by base game.
NAV_MESH_FUNC_COST536870912Area has designer specified cost controlled by func_nav_cost entities
NAV_MESH_BLOCKED_PROPDOOR268435456Whether the area has a prop_door_rotating that is blocking it (because the door is closed)
NAV_MESH_HAS_ELEVATOR1073741824Area is in an elevator's path
NAV_MESH_NAV_BLOCKER-2147483648Whether the area is blocked by a func_nav_blocker entity and is impassible.