Navigation
The navigation addon works out where guards and other agents can walk, and the ways between places that are not walking: windows, drops, jumps, ladders. Nothing is painted. The ground is picked from the carve: room floors, the tops of detail brushwork, and props marked as standable.
Navigation is rebuilt from the level whenever the game loads a map. Nothing is saved in the map, so it is never out of date in the game.
What you author
| Where | What | Page |
|---|---|---|
| Air brush, inspector Navigation | Travel cost: how much agents avoid a room | Ground |
Props, nav_role |
whether a prop blocks, can be stood on, both, or neither | Ground |
Entity nav_link |
a ladder, rope or lift the geometry cannot show | Links |
| Opening name | switch a window or hatch on and off at runtime | Links |
Everything else is measured.
What your game defines
Hammerite measures the ground: headroom, width, slope, how high a sill is, how far a drop. Your game defines its agents, in a table of agent profiles: how tall a guard is, what they can climb, how far they will drop, whether they swim. The two are compared to decide who can go where. Ask your game's documentation for its profiles.
Pages
- Ground: where agents can walk, headroom, slopes, water, props, travel cost.
- Links: doorways, steps, windows, drops, jumps, swimming, ladders.
- The Navigation tool: seeing the ground, testing a route, finding why an area is unreachable.