Func nav blocker: Difference between revisions
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Warning:Enabled/disabled state does not block or unblock NAV areas. Use
Warning:Enabled/disabled state does not block or unblock NAV areas.
TomEdwards (talk | contribs) (no point in having scrollboxes if the section is too short to scroll! Other cleanup too) |
ThaiGrocer (talk | contribs) mNo edit summary |
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{{L4d brush|func_nav_blocker}} It blocks [[NAV]] areas touching its volume, preventing NPCs from crossing them. | {{L4d brush|func_nav_blocker}}<br> | ||
{{L4d2 brush|func_nav_blocker}}<br><br>It blocks [[NAV]] areas touching its volume, preventing NPCs from crossing them. | |||
It will NOT block automatically: it must first be activated with the <code>BlockNav</code> input. | It will NOT block automatically: it must first be activated with the <code>BlockNav</code> input. | ||
Revision as of 07:10, 16 July 2010
Template:L4d brush
Template:L4d2 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 the
Enableinput).
BlockNav/UnblockNav- Name (targetname) <string>
- 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
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.