Func nav avoid: Difference between revisions
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Note:For this entity to take effect, it's volume must cover the entire nav cell to take effect on that cell.
Note: The path cost of moving through this nav area is increased by 2,400% of the regular cost. While the result is high, if another path has a higher cost, the avoided route will still be chosen.
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{{ | {{Ent not in fgd}} | ||
{{CD|CFuncNavAvoid|file1=1}} | |||
== | {{this is a|brush entity|game1=Team Fortress 2|game2=Black Mesa|game3=Garry's Mod|name=func_nav_avoid|game=Counter-Strike: Source}} | ||
Artificially makes bots avoid a certain area when choosing navigation paths. | Artificially makes bots avoid a certain area when choosing navigation paths by increasing the pathfinding cost of progressing through the area. | ||
{{note|For this entity to take effect, it's volume must cover the entire nav cell to take effect on that cell.}} | |||
{{note| The path cost of moving through this nav area is increased by 2,400% of the regular cost. While the result is high, if another path has a higher cost, the avoided route will still be chosen.}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
{{KV | {{KV TeamNum}} | ||
{{KV|tags|string| | {{KV|Tags|intn=tags|string|A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name.}} | ||
==Inputs== | ==Inputs== | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
==See also== | ==See also== | ||
* | * {{ent|func_nav_prefer}} that does the opposite task, makes bots prefer a path. |
Latest revision as of 23:19, 29 June 2024
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CFuncNavAvoid |
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func_nav_avoid
is a brush entity available in Counter-Strike: Source,
Team Fortress 2,
Black Mesa, and
Garry's Mod.
Artificially makes bots avoid a certain area when choosing navigation paths by increasing the pathfinding cost of progressing through the area.


Keyvalues
- Name (targetname) <string>[ Edit ]
- 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>
- A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name.
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
See also
- func_nav_prefer that does the opposite task, makes bots prefer a path.