Script nav blocker: Difference between revisions
		
		
		
		
		
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| m (more descriptive clarification, as this is technically a brush entity) |  (see also) | ||
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| {{Ent not in fgd|nolink=1|because= | {{Ent not in fgd|nolink=1|because=[[func_nav_blocker]] already exists as a more accessible option}} | ||
| {{CD2|CScriptNavBlocker}} | |||
| {{ | {{this is a|point entity|name=script_nav_blocker|game=Left 4 Dead 2}} Its a [[func_nav_blocker]], readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvalues<code>mins</code>and<code>maxs</code>still works. | ||
| When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_blocker entities are converted to script_nav_blocker. | When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_blocker entities are converted to script_nav_blocker. | ||
| == Keyvalues == | == Keyvalues == | ||
| {{KV| | {{KV Targetname}} | ||
| {{KV NavBlocker}} | {{KV ScriptBrushBase}} | ||
| : {{tip|Using angles other than 0 0 0 is pointless. [[AABB]] is used to block nav areas}} | |||
| {{KV NavBlocker|l4d2=1}} | |||
| == Inputs == | == Inputs == | ||
| {{I NavBlocker}} | {{I NavBlocker}} | ||
| ==  | |||
| {{ | == See Also == | ||
| * {{ent|func_nav_blocker}} | |||
Latest revision as of 04:24, 19 June 2024

This entity is not in the  FGD by default.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.
|  class hierarchy | 
|---|
| CScriptNavBlocker | 
script_nav_blocker  is a   point entity  available in  Left 4 Dead 2. Its a func_nav_blocker, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvalues
 Left 4 Dead 2. Its a func_nav_blocker, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvaluesminsandmaxsstill works.
When compiling Entity Groups, func_nav_blocker entities are converted to script_nav_blocker.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Bounding Box Extents (extent) <vector>
- Controls the size of the bounding box. If mins/maxs were usable here instead then mins -100 -100 -100andmaxs 100 100 100would be equivalent toextent 100 100 100.See also: Image at bounding box page
- Origin (origin) <vector>
- Center of the bounding box specified by the extent
- Angles (angles) <vector>
- Angles of the bounding box specified by the extent
 Tip:Using angles other than 0 0 0 is pointless. AABB is used to block nav areas Tip:Using angles other than 0 0 0 is pointless. AABB is used to block nav areas
- Team(s) to block (teamToBlock) <choices>
- Team this entity should block.
- -1 : Everyone
- 2 : Survivors
- 3 : Infected
 
- Affects Flow? (affectsFlow) <boolean>
- Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking. :  Important:Don't block the only path to the level's goal or flow won't be computed properly Important:Don't block the only path to the level's goal or flow won't be computed properly
Inputs
- BlockNav
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.