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- LogPerformanceToConsole - Log less fast Method's duration to Console, See Performance Section
- EffectEnumOrGUIDOrID; - See Workshop Item (https://steamcommunity.com/sharedfiles/filedetails/?id=2950359184) for more Information
- WayfindModels;
- Closest
- ClosestReversed, Fast - Try to get to destination using Closest. If it fails use Closest but with the Marker as the Origin and the player as the Target.
- AStar, Accurate - Guaranteed to Always find the Path to your destination
- Both, Smart - Try to get to destination using ClosestReversed. If it fails use AStar instead.
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- AutoWayfind;
- AutoWayfindType;
- Static - Equivalent to /WayfindStatic
- Updating - Equivalent to /Wayfind
- Vehicles - Whitelist or Blacklist over Vehicles allowed to AutoWayfind.
- Engines - Whitelist or Blacklist over Vehicles with certain Engines allowed to AutoWayfind.
- VehicleEngine;
- CAR | PLANE | HELICOPTER | BLIMP | BOAT | TRAIN
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- MinimumDistanceToMarker - Non-static Wayfinding will stop if the player reaches within this distance of their marker
- MaximumDistanceToMarker - Wayfinding is only valid if its final Node's distance to the Target is smaller than this distance
- CheckIfMarkerIsTooClose - The Marker is too close if the Origin's closest Node is farther away from the Target than the Origin and the Origin isn't within the Node's Extra Padding Radius
- DefaultTooClosePaddingRadius - Padding Radius used for Objects. Roads use their width as the Padding Radius
- AlwaysRaycastFromOrigin - By default, the Ground Height is used to draw to the Origin. The exception of Bridges, which always use Raycasting. Note! Raycasting may cause the path to appear on top of the roof of a Building
- AlwaysRaycastToTarget - Works the same as AlwaysRaycastFromOrigin
- NavmeshFindToTarget - Use the Target's Navigation mesh, if Available, to draw the actual Walkable path. This is the same method that Zombies use to calculate their Movement. Note! Due to the Performance of this Method it should not be Enabled for larger Servers
- RoadHighlight;
- RoadHighlight;
- Fast - Evenly Spaced T Values resulting in more Effects around harsh bends and less in Straight Lines.
- Default - Result is much like Fast with some General improvements
- Even - Perfectly Evenly Spaced Effects
- PreCalculateRoadSampleTablesForEven - Road Sample Tables should be PreCalculated during Startup. Otherwise each Road will get it's Sample Table calculated when needed during Run Time
- SampleDistanceForEven - Distance along the Road where a Sample should be created. Where a Lower Value results in more Samples/Accuracy but worse Performance
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- CacheRoadNeighbours - Highly Recommended to Cache Road Neighbours during Startup. Unless you are working with Fake Roads and have ContinuouslyBakeRoads turned on. Caching road neighbours finds the neighbour of every Road (Regular Roads, Road Objects and Bridge Objects) on the map and stores it for fast look-up in the future. Caching Road Neighbours reduces the Calculation time for AStar by 50 times
- MinimumBestAngledJointDistance - Best Angled Joint will not be calculated if the closest Joint is within this radius
- Even if the closest Joint is not the Best Angled Joint it will still be chosen as if is inside the MinimumBestAngledJointDistance
- FakeRoads;
- PreviewSampleDistance - Distance along the Fake Road where a Sample should be created. Where a Lower Value results in more Samples/Accuracy but worse Performance
- ContinuouslyBakeRoads - By default, Fake Roads are only Baked once during Load. Continuously Baking Fake Roads will Update the used Roads every time you modify them
- RoadObjectsUseMediumObjects - Enable if you use Medium Objects as RoadObjects. Keeping it Disabled Improves Performance
- Bridges; - Not all Maps require Bridges! Disable Bridges for a Performance Boost
- CacheBridgeCaps - Always cache your Bridge Caps! Caching bridge caps finds the location of every bridge cap on the map and stores it for future use. Not Caching bridge caps will make Wayfinding on Average 7 times slower!
- BridgeObjectsUseMediumObjects - Enable if you use Medium Objects as BridgeObjects. Keeping it Disabled Improves Performance
- Bridge;
- BridgeLines - Bridge Lines can only Connect to other Bridge objects of the same Bridge
- BridgeCaps - Bridge Caps can Connect to Both other Bridge objects and Regular Roads and Road objects
- BridgeBlocked - Blocked Bridge objects will be Connected to by other Bridge objects but cannot Connect to any Bridge objects itself. Essentially Ending the Bridge
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