func_nav_prefer
Class hierarchy |
---|
CFuncNavPrefer |
nav_entities.cpp
|
func_nav_prefer
is a brush entity available in Team Fortress 2, Counter-Strike: Source, and Black Mesa.
Artificially makes bots prefer a certain area when choosing navigation paths by decreasing the pathfinding cost of progressing through the area.
Note: For this entity to take effect, it's volume must cover an entire nav cell to take effect on that cell.
Note: The path cost of moving through this nav area is 4% of the regular cost. While unlikely, other paths could have a value lower than the preferred path.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
TeamNum:
- Initial Team
(TeamNum, or teamnumber )
<choices> - Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator, Spectator/Halloween Souls
- 2: RED , Survivors , Terrorists , Marines (Team-based game modes only)
- 3: BLU/Robots , Infected , Counter-Terrorists , Scientists (Team-based game modes only)
- 5: Halloween Bosses (only in ) !FGD
- Tags
(tags)
<string> - additional context for if the entity should apply to a specific bot
Inputs
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
See also
func_nav_avoid
that does the opposite task, makes bots avoid a path.