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Logic navigation: Difference between revisions

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{{wrongtitle|title=logic_navigation}}
{{Underlinked|date=January 2024}}
==Entity Description==
{{LanguageBar}}
'''Entity Name:''' logic_navigation
{{CD|CLogicNavigation|file1=logic_navigation.cpp}}
{{this is a|logical entity|name=logic_navigation}} It is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push.


An entity that is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push.
{{Note|Due to some irregularities in the base [[FGD]], this entity's keys are best used with [[Hammer_Object_Properties_Dialog#SmartEdit|SmartEdit]] off.}}


==Entity Values==
==Keyvalues==
===Keys===
{{KV Targetname}}
{{KV|Navigation Entity|intn=target|target_destination|Name of the entity to set navigation properties on. }}
{{KV|Nav Property|intn=navprop|choices|
:* Ignore : NPCs Ignore this when navigating (they'll bump into it)}}


* '''Name''' ''targetname <target_source>'' 
==Flags==
** The name that other entities refer to this entity by.
{{fl|1|Start On}}
* '''Navigation Entity''' ''target <target_destination>''
** Name of the entity to set navigation properties on.
* '''Nav Property''' ''navprop <choices>''
** If '''Ignore''', NPCs will ignore this when navigating (they'll bump into it).


 
==Inputs==
===Inputs===
{{I|TurnOn|Turn on. The Navigation Entity will have its navigation properties set.}}
 
{{I|TurnOff|Turn off. The Navigation Entity will have its navigation properties returned to the default settings.}}
* '''Kill'''
{{I|Toggle|Toggle on/off.}}
** Removes this entity from the world.
* '''KillHierarchy''' 
** Removes this entity and all its children from the world.
* '''AddOutput''' ''<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>''
** Adds an entity I/O connection to this entity. Very dangerous, use with care
* '''FireUser1'''
** Causes this entity's OnUser1 output to be fired.
* '''FireUser2'''
** Causes this entity's OnUser2 output to be fired.
* '''FireUser3'''
** Causes this entity's OnUser3 output to be fired.
* '''FireUser4'''
** Causes this entity's OnUser4 output to be fired.
* '''TurnOn'''
** Turn on. The Navigation Entity will have its navigation properties set.
* '''TurnOff'''
** Turn off. The Navigation Entity will have its navigation properties returned to the default settings.
* '''Toggle'''
** Toggle on/off.
 
 
===Outputs===
 
* '''OnUser1'''
** Fired in response to FireUser1 input.
* '''OnUser2'''
** Fired in response to FireUser2 input.
* '''OnUser3'''
** Fired in response to FireUser3 input.
* '''OnUser4'''
** Fired in response to FireUser4 input.
 
 
===Flags===
 
* '''Start On''' (Default Checked)
** If checked, this entity starts on.
 
 
==Additional Info==
* Due to some irregularities in the base [[FGD]], this entity's keys are best used with [[Hammer_Object_Properties_Dialog#SmartEdit|SmartEdit]] off.
 
[[Category:Entities]]

Latest revision as of 04:56, 29 April 2025

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January 2024
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C++ Class hierarchy
CLogicNavigation
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ logic_navigation.cpp

logic_navigation is a logical entity available in all Source Source games. It is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push.

Note.pngNote:Due to some irregularities in the base FGD, this entity's keys are best used with SmartEdit off.

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

Navigation Entity (target) <targetname>
Name of the entity to set navigation properties on.
Nav Property (navprop) <choices>
  • Ignore : NPCs Ignore this when navigating (they'll bump into it)

Flags

Start On : [1]

Inputs

TurnOn
Turn on. The Navigation Entity will have its navigation properties set.
TurnOff
Turn off. The Navigation Entity will have its navigation properties returned to the default settings.
Toggle
Toggle on/off.