REDNODE / GAME API

NavigationSystem

classnative name worldNavigationScriptInterfacenative

extends IScriptable › ISerializable

Methods 13

native func AddObstacle(position: Vector4, radius: Float, height: Float, agentSize: NavGenAgentSize) -> ref<NavigationObstacle>
native const func CalculatePathOnlyHumanNavmesh(startPoint: Vector4, endPoint: Vector4, agentSize: NavGenAgentSize, findPointTolerance: Float, opt costModCircle: ref<NavigationCostModCircle>) -> ref<NavigationPath>
native const func FindNavmeshPointAwayFromReferencePoint(pos: Vector4, refPos: Vector4, distance: Float, agentSize: NavGenAgentSize, out destination: Vector4, opt distanceTolerance: Float, opt angleTolerance: Float) -> Bool
native const func FindPointInBox()
native const func FindPointInSphereOnlyHumanNavmesh(center: Vector4, radius: Float, agentSize: NavGenAgentSize, heightDetail: Bool) -> NavigationFindPointResult
native const func FindPursuitPoint(playerPos: Vector4, pos: Vector4, dir: Vector4, radius: Float, navVisCheck: Bool, agentSize: NavGenAgentSize, out destination: Vector4, out isDestinationFallback: Bool) -> Bool
native const func FindPursuitPointRange(playerPos: Vector4, pos: Vector4, dir: Vector4, radiusMin: Float, radiusMax: Float, navVisCheck: Bool, agentSize: NavGenAgentSize, out destination: Vector4, out isDestinationFallback: Bool) -> Bool
native const func FindPursuitPointsRange(playerPos: Vector4, pos: Vector4, dir: Vector4, radiusMin: Float, radiusMax: Float, count: Int32, navVisCheck: Bool, agentSize: NavGenAgentSize, out results: array<Vector4>, out fallbackResults: array<Vector4>) -> Bool
native func FindWallInLineOnlyHumanNavmesh(startPoint: Vector4, endPoint: Vector4, agentSize: NavGenAgentSize, findPointTolerance: Float) -> ref<NavigationFindWallResult>
public final const func GetNearestNavmeshPointBelowOnlyHumanNavmesh(origin: Vector4, querySphereRadius: Float, numberOfSpheres: Int32) -> Vector4scripted
native const func IsNavmeshStreamedInLocation(origin: Vector4, findPointTolerance: Float, opt allowedMask: Uint16, opt blockedMask: Uint16) -> Bool
public final const func IsOnGround(target: ref<GameObject>, opt queryLength: Float) -> Boolscripted
native func RemoveObstacle(obstacle: ref<NavigationObstacle>)