/navmap¶
Script-provided
Start it with /lua run navmap.
Syntax¶
/lua run navmap
Description¶
2D navigation map overlay showing navmesh edges, actors, routes, and points of interest, filtered by floor height. Click to navigate.
A top-down ImGui window that draws the walkable geometry of the loaded Detour navmesh around the player. Shows the route the navigator is currently walking and lets you click a point on the map to walk there via the navmesh pathfinder.
What it draws¶
| Layer | What | Toggle |
|---|---|---|
| Navmesh | Boundary (wall) edges from eq2.navmesh.local_geometry(). Cached and refreshed periodically. |
draw_navmesh |
| Route | The active navigator route and progress index. | draw_path |
| Map | Background map image (if available for the zone). | draw_map |
| POIs | Points of interest. | draw_pois |
| Actors | Nearby spawns: PCs, mobs, named, pets, NPCs (each sub-filterable). | draw_actors |
| Player | Your position and facing wedge. | Always on. |
Click-to-navigate¶
Clicking a point on the map plans a path with the navmesh
(lib.navpath / eq2.navmesh.find_path) and feeds the resulting corners to the
same eq2.waypoints navigator every other route source uses. The click is
snapped to the nearest point on the mesh (refused if the snap moves it further
than max_snap metres).
The script never moves the character itself and never falls back to straight-line movement when pathing fails -- it only sets waypoints through the existing navigator safety boundary.
Settings¶
Settings are global (not per-character) and persist to config/navmap/settings.lua.
| Key | Default | Notes |
|---|---|---|
radius |
150.0 |
World units of mesh geometry to request. |
scale |
1.2 |
Pixels per world unit. |
max_snap |
8.0 |
Refuse clicks whose mesh snap exceeds this. |
follow_player |
true |
Keep the view centred on the player. |
flip_x |
false |
Mirror east/west. Toggle until terrain matches the game. |
fight_to |
false |
Route clicks through /jidou fightto (fight mobs en route). |
map_alpha |
0.6 |
Background map image opacity (0--1). |
Coordinates¶
EQ2 is Y-up, so the map plane is world (X, Z) and world Y is the vertical axis. Y is not drawn; it is only used to pick a sane height when snapping a click onto the mesh.
Examples¶
/lua run navmap
/lua stop navmap
See also¶
/nav— the navigation command set.- Navmesh pathfinding — the underlying path solver.
- Navmesh bindings — the
eq2.navmesh.*API.