Tf point nav interface: Difference between revisions

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{{tf2 point|tf_point_nav_interface}}
{{CD|CPointNavInterface|file1=tf_nav_interface.cpp}}
==Entity description==
{{this is a|logical entity|game=Team Fortress 2|name=tf_point_nav_interface}}
Entity interface to the TF nav mesh.
Entity interface to the TF nav mesh.


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==Inputs==
==Inputs==
{{I Targetname}}
{{I|RecomputeBlockers|Recompute blocks in the nav mesh. Call this after blockers change state (ie. a door opens or closes).}}
{{IO|RecomputeBlockers|Recompute blocks in the nav mesh. Call this after blockers change state (ie. a door opens or closes).}}
 
==Outputs==
{{IO|OnUser1|to=OnUser4|These Outputs each fire in response to the firing of the like-numbered <code>FireUser1</code> to <code>FireUser4</code> Input; see [[User Inputs and Outputs]].}}
 
[[Category: Team Fortress 2 Entities]]

Latest revision as of 15:22, 5 June 2025

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C++ Class hierarchy
CPointNavInterface
CPointEntity
CBaseEntity
C++ tf_nav_interface.cpp

tf_point_nav_interface is a logical entity available in Team Fortress 2 Team Fortress 2. Entity interface to the TF nav mesh.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

RecomputeBlockers
Recompute blocks in the nav mesh. Call this after blockers change state (ie. a door opens or closes).