Script nav blocker: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(-removed wrong or unimportant keyvalues, outputs or inputs)
(see also)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Ent not in fgd|nolink=1|because=[[func_nav_blocker]] already exists as a more accessible option}}
{{Ent not in fgd|nolink=1|because=[[func_nav_blocker]] already exists as a more accessible option}}
 
{{CD2|CScriptNavBlocker}}
{{L4d2 point|script_nav_blocker}} 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.
{{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 Targetname}}
{{KV ScriptBrushBase}}
{{KV ScriptBrushBase}}
: {{tip|Using angles other than 0 0 0 is pointless. [[AABB]] is used to block nav areas}}
{{KV NavBlocker|l4d2=1}}
{{KV NavBlocker|l4d2=1}}
{{KV Targetname}}


== Inputs ==
== Inputs ==
{{I NavBlocker}}
{{I NavBlocker}}
== See Also ==
* {{ent|func_nav_blocker}}

Latest revision as of 04:24, 19 June 2024

Icon-NotInFGD.png
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.
C++ class hierarchy
CScriptNavBlocker
CFuncNavBlocker
CBaseEntity

script_nav_blocker is a point entity available in Left 4 Dead 2 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. parentname or target).
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 -100 and maxs 100 100 100 would be equivalent to extent 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.pngTip: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. :
Icon-Important.pngImportant: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.

See Also