Func nav blocker: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (moved the note)
(no point in having scrollboxes if the section is too short to scroll! Other cleanup too)
Line 1: Line 1:
{{wrongtitle|title=func_nav_blocker}}
{{L4d brush|func_nav_blocker}} It blocks [[NAV]] areas touching its volume, preventing NPCs from crossing them.
[[Category:Left 4 Dead Entities]]
 
''This [[brush entity]] is only available in [[Left4Dead]].''
It will NOT block automatically: it must first be activated with the <code>BlockNav</code> input.
It can block [[NAV]] areas touching its [[AABB]].
{{Note|This entity will NOT block automatically. it must first be activated (via the <code>BlockNav</code> input) by something else (like a [[logic_auto]]).}}


==Keyvalues==
==Keyvalues==
; Team to block <code><choices></code>
; Team to block <code><choices></code>
:* -1 : "Everyone"
: For obvious reasons, only AI infected/survivors are affected!
:* 2  : "Survivors"
:* Everyone
:* 3  : "Infected"
:* Survivors
{{ScrollBox|
:* Infected
{{KV EnableDisable}}
{{KV EnableDisable}}
{{Note|The enabled/disabled state of a func_nav_blocker does NOT block or unblock NAV areas.}}
{{warning|Enabled/disabled state does ''not'' block or unblock NAV areas. Use <code>BlockNav</code>/<code>UnblockNav</code>}}
{{KV Targetname}}
{{KV Targetname}}
}}


==Inputs==
==Inputs==
{{ScrollBox|
 
; <code>BlockNav <[[string]]></code>
: Starts blocking nav areas. Takes an optional string argument of the team to block.
; <code>UnblockNav</code>
: Stops blocking nav areas.
{{I EnableDisable}}
{{I EnableDisable}}
{{Note|The enabled/disabled state of a func_nav_blocker does NOT block or unblock NAV areas.}}
{{warning|Enabled/disabled state does ''not'' block or unblock NAV areas.}}
{{I Targetname}}
{{I Targetname}}
}}
; <code>BlockNav<[[string]]></code>
: "Starts blocking nav areas. Takes an optional string argument of the team to block."
; <code>UnblockNav</code>
: "Stops blocking nav areas."


==Outputs==
==Outputs==
* {{O Targetname}}
 
{{O Targetname}}

Revision as of 01:59, 23 July 2009

Template:L4d brush It blocks NAV areas touching its volume, preventing NPCs from crossing them.

It will NOT block automatically: it must first be activated with the BlockNav input.

Keyvalues

Team to block <choices>
For obvious reasons, only AI infected/survivors are affected!
  • Everyone
  • Survivors
  • Infected
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Warning.pngWarning:Enabled/disabled state does not block or unblock NAV areas. Use BlockNav/UnblockNav
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

BlockNav <string>
Starts blocking nav areas. Takes an optional string argument of the team to block.
UnblockNav
Stops blocking nav areas.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
Warning.pngWarning:Enabled/disabled state does not block or unblock NAV areas.


Outputs