SetMonsterNavigationCollisionMode

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setMonsterNavigationCollisionMode

AVAILABLE FROM UPDATE 0.1.2
This function is available in G1R:MP 0.1.2 and later. The contract below includes the compatibility guarantees introduced in that update.

Selects which static navigation-collision layers a resource-owned monster uses.

Syntax

bool setMonsterNavigationCollisionMode(string monsterId, string mode)

Parameters

Name Type Required Description
monsterId string yes The opaque decimal monster identifier returned by spawnMonster or getMonsters.
mode string yes Case-sensitive collision source: "combined", "builtin", or "custom".

Returns

Returns true when the monster, ownership and mode are valid; otherwise returns false.

Examples

Use only blockers created by this server's Lua resources:

if setMonsterNavigationCollisionMode(monsterId, "custom") then
    setMonsterNavigationMode(monsterId, "scripted")
end

Notes

  • Available only in server-side resource scripts.
  • New monsters start in "combined" mode. "combined" uses the baked MainMap layer plus all enabled custom blockers, "builtin" uses only the baked layer, and "custom" uses only custom blockers.
  • The setting is independent from setMonsterNavigationMode: collision mode selects static blocker sources, while navigation mode selects built-in AI decisions or direct scripted goals.
  • Authoritative player, NPC and monster capsule separation always remains active. No collision mode grants client authority or permits characters to overlap.
  • Changing the mode clears cached paths and forces the server to validate movement against the new collision view. getMonsterData returns the current value as navigationCollisionMode.
  • Only the resource that created the monster may change this setting.