CreateNavLink
Lets the server’s actors go between two points their walk cannot join - a jump down, a gap, a ladder.
The server’s actors (MoveActor, a chase) and FindPath walk the level’s navmesh; a link joins two places on it that no
walk does - the top and the foot of a wall they may jump down, the two ends of a placed bridge the navmesh does not know yet.
The navmesh around both ends is rebuilt with it within a couple of seconds. Like a placed object it is written into the map
and there after a restart, unless persist = false. The admins’ editor draws them too, and /map navlink makes one where an
admin stands.
Syntax
Section titled “Syntax”CreateNavLink(x1, y1, z1, x2, y2, z2 [, opts])| Parameter | Type | |
|---|---|---|
x1 |
number | metres - where the link starts |
y1 |
number | metres |
z1 |
number | metres |
x2 |
number | metres - where it leads |
y2 |
number | metres |
z2 |
number | metres |
opts |
table | any of radius (how near an end an actor must come, metres, 0.6), twoWay (true; false = from the first point only), type (a word of the mode’s, "jump"), layer ("base"), persist (true) (optional) |
Returns
Section titled “Returns”number - the link’s id; nil and the reason when the server has no map or the map is read-only
Example
Section titled “Example”-- the guards may jump down from the wall walk into the yard, not climb backCreateNavLink(1281.5, 1092.0, 31.2, 1281.5, 1095.0, 26.4, {twoWay = false})See also
Section titled “See also”DeleteNavLink · GetNavLinks · FindPath · the The server’s map group of the index
