Func nav blocker: Difference between revisions

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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 08:10, 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 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