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 Warning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
Warning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
		
	
| m (edit revert; edit rephrase; OnMultiNewRound (OnMapSpawn is only when the map first loads)) | SirYodaJedi (talk | contribs)   (→Inputs) | ||
| (29 intermediate revisions by 12 users not shown) | |||
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| {{brush  | {{LanguageBar}}{{ent not in fgd}} | ||
| {{ | {{CD|CFuncNavBlocker|file1=nav_entities.cpp}} | ||
| [[File:Toolstrigger.gif|left]] | |||
| {{ | {{this is a|brush entity|name=func_nav_blocker|since=Left 4 Dead}} It is also in {{hl2dm|4}}, {{css|4}}, {{tf2|4}}, and {{bms|4}}. It blocks [[Navigation Meshes|nav areas]] touching its [[Bounding volume|AABB]] to restrict NPCs / Bots from crossing over it. | ||
| {{note|In {{l4ds}} doesn't block nav areas automatically on spawn.}} | |||
| {{AABBwarning}} | |||
| __NOTOC__ | |||
| == Keyvalues == | == Keyvalues == | ||
| {{KV Targetname}} | |||
| {{KV NavBlocker}} | {{KV NavBlocker}} | ||
| {{KV  | {{KV|Start Disabled|not={{l4ds}}|intn=StartDisabled|bool|If set to false nav areas will be blocked right after spawning.|nofgd=1}} | ||
| == Inputs == | == Inputs == | ||
| {{I NavBlocker}} | {{I NavBlocker}} | ||
| {{I  | {{I|Kill|Will unblock nav areas before [[kill]]ing the nav blocker}} | ||
| ==  | == FGD Code == | ||
| == See  | {{expand|title={{hl2dm|2}}|1=<source lang=cpp> | ||
| * {{l4d2}}  | @SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB."  | ||
| [ | |||
| 	input BlockNav(void) : "Starts blocking nav areas." | |||
| 	input UnblockNav(void) : "Stops blocking nav areas." | |||
| 	teamToBlock(choices) : "Team(s) to block" : -1 : "Block the nav for bots on this team" = | |||
| 	[ | |||
| 		-1 : "Everyone" | |||
| 		2 : "Combine" | |||
| 		3 : "Rebels" | |||
| 	] | |||
| ]</source>}} | |||
| {{expand|title={{css|2}}|1=<source lang=cpp> | |||
| @SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB."  | |||
| [ | |||
| 	input BlockNav(void) : "Starts blocking nav areas." | |||
| 	input UnblockNav(void) : "Stops blocking nav areas." | |||
| 	teamToBlock(choices) : "Team(s) to block" : -1 : "Block the nav for bots on this team" = | |||
| 	[ | |||
| 		-1 : "Everyone" | |||
| 		2 : "Terrorists" | |||
| 		3 : "Counter-terrorists" | |||
| 	] | |||
| ]</source>}} | |||
| == See also == | |||
| * {{l4d2}} {{ent|script_nav_blocker}} - VScript catered version of func_nav_blocker. | |||
Latest revision as of 11:16, 4 April 2025
|  Class hierarchy | 
|---|
| CFuncNavBlocker | 
|  nav_entities.cpp | 
func_nav_blocker  is a   brush entity  available in all  Source games since
 Source games since  Left 4 Dead. It is also in
 Left 4 Dead. It is also in  Half-Life 2: Deathmatch,
 Half-Life 2: Deathmatch,  Counter-Strike: Source,
 Counter-Strike: Source,  Team Fortress 2, and
 Team Fortress 2, and  Black Mesa. It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.
 Black Mesa. It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.
 Warning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
Warning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
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
- Team(s) to block (teamToBlock) <choices>
- Team this entity should block.
- Affects Flow? (affectsFlow)  <boolean> (only in  ) )
- Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.
 Important:When this is true don't block the only path to the level's goal with it or the flow won't be computed properly Important:When this is true don't block the only path to the level's goal with it or the flow won't be computed properly
- Start Disabled (StartDisabled)  <boolean> (not in   ) !FGD ) !FGD
- If set to false nav areas will be blocked right after spawning.
Inputs
- BlockNav
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.
- Kill
- Will unblock nav areas before killing the nav blocker
FGD Code
| @SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB." 
[
	input BlockNav(void) : "Starts blocking nav areas."
	input UnblockNav(void) : "Stops blocking nav areas."
	teamToBlock(choices) : "Team(s) to block" : -1 : "Block the nav for bots on this team" =
	[
		-1 : "Everyone"
		2 : "Combine"
		3 : "Rebels"
	]
	
]
 | 
| @SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB." 
[
	input BlockNav(void) : "Starts blocking nav areas."
	input UnblockNav(void) : "Stops blocking nav areas."
	teamToBlock(choices) : "Team(s) to block" : -1 : "Block the nav for bots on this team" =
	[
		-1 : "Everyone"
		2 : "Terrorists"
		3 : "Counter-terrorists"
	]
	
]
 | 
See also
 script_nav_blocker - VScript catered version of func_nav_blocker. script_nav_blocker - VScript catered version of func_nav_blocker.
































