6/22/2023 0 Comments Savage xr 1.2The default is -1, and you have to set it to 0, not 1, to make this show. When you think you have your map all set and you want to check what areas are buildable, go to the console and type "navrep_render 0". It brings up any possible commands that start with what you have entered thus far and is also somewhat of an auto-complete if there is only one option to finish what you are typing. ![]() On a related note, using the Tab key while in the console is a godsend if you've never heard of doing that before. The two you are going to need are "navrep_render" and "navrep_process". In the editor, go to the console and type "nav" then hit the Tab key. First, to guide the commanders' workers around the map, and second, to determine for the game what areas on the map are buildable and what areas aren't. The Savage nav system serves two purposes. If you have a spot that is too difficult to reach, then smooth out a trail of white joy to your area and hope for the best.ĪI & Worker Navigation Working the System If you want to fix that pesky exploit hill that players are climbing up, this is the best way to find it. These pink and white ribbons tell you what terrain tiles players will be able to stand/walk on(White) versus slide down, (Pink) which helps you find exploitable hills and whatnot. If you hit "5" while in the editor, you will see the terrain normals. You want them to have easy access to all the right places, and keep them out of everything else. You want players to be able to get around your map in an orderly fashion. This section should give you a quick rundown of how to get your maps up and running the way you want. The AI worker pathing in Savage is pretty good, but it does have some limitations. Imagine trying to do it without a real brain. ![]() Getting around a map as a player can be difficult enough. ![]() 1.2.2 Why this is Important for workers.
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