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Gamingtoday093

WayFinder Configuration Explained

Mar 24th, 2023 (edited)
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  1. LogPerformanceToConsole - Log less fast Method's duration to Console, See Performance Section
  2. EffectEnumOrGUIDOrID; - See Workshop Item (https://steamcommunity.com/sharedfiles/filedetails/?id=2950359184) for more Information
  3. WayfindModels;
  4. Closest
  5. 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.
  6. AStar, Accurate - Guaranteed to Always find the Path to your destination
  7. Both, Smart - Try to get to destination using ClosestReversed. If it fails use AStar instead.
  8.  
  9. ---
  10.  
  11. AutoWayfind;
  12. AutoWayfindType;
  13. Static - Equivalent to /WayfindStatic
  14. Updating - Equivalent to /Wayfind
  15.  
  16. Vehicles - Whitelist or Blacklist over Vehicles allowed to AutoWayfind.
  17. Engines - Whitelist or Blacklist over Vehicles with certain Engines allowed to AutoWayfind.
  18. VehicleEngine;
  19. CAR | PLANE | HELICOPTER | BLIMP | BOAT | TRAIN
  20.  
  21. ---
  22.  
  23. MinimumDistanceToMarker - Non-static Wayfinding will stop if the player reaches within this distance of their marker
  24. MaximumDistanceToMarker - Wayfinding is only valid if its final Node's distance to the Target is smaller than this distance
  25.  
  26. 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
  27. DefaultTooClosePaddingRadius - Padding Radius used for Objects. Roads use their width as the Padding Radius
  28.  
  29. 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
  30. AlwaysRaycastToTarget - Works the same as AlwaysRaycastFromOrigin
  31. 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
  32.  
  33. RoadHighlight;
  34. RoadHighlight;
  35. Fast - Evenly Spaced T Values resulting in more Effects around harsh bends and less in Straight Lines.
  36. Default - Result is much like Fast with some General improvements
  37. Even - Perfectly Evenly Spaced Effects
  38.  
  39. PreCalculateRoadSampleTablesForEven - Road Sample Tables should be PreCalculated during Startup. Otherwise each Road will get it's Sample Table calculated when needed during Run Time
  40. SampleDistanceForEven - Distance along the Road where a Sample should be created. Where a Lower Value results in more Samples/Accuracy but worse Performance
  41.  
  42. ---
  43.  
  44. 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
  45.  
  46. MinimumBestAngledJointDistance - Best Angled Joint will not be calculated if the closest Joint is within this radius
  47. Even if the closest Joint is not the Best Angled Joint it will still be chosen as if is inside the MinimumBestAngledJointDistance
  48.  
  49. FakeRoads;
  50. PreviewSampleDistance - Distance along the Fake Road where a Sample should be created. Where a Lower Value results in more Samples/Accuracy but worse Performance
  51. 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
  52.  
  53. RoadObjectsUseMediumObjects - Enable if you use Medium Objects as RoadObjects. Keeping it Disabled Improves Performance
  54.  
  55. Bridges; - Not all Maps require Bridges! Disable Bridges for a Performance Boost
  56. 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!
  57. BridgeObjectsUseMediumObjects - Enable if you use Medium Objects as BridgeObjects. Keeping it Disabled Improves Performance
  58.  
  59. Bridge;
  60. BridgeLines - Bridge Lines can only Connect to other Bridge objects of the same Bridge
  61. BridgeCaps - Bridge Caps can Connect to Both other Bridge objects and Regular Roads and Road objects
  62. BridgeBlocked - Blocked Bridge objects will be Connected to by other Bridge objects but cannot Connect to any Bridge objects itself. Essentially Ending the Bridge
  63.  
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