Func nav blocker: Difference between revisions
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Note:The entity will NOT start to block automatically: it must first be activated with the
Note: In l4d2, func_nav_blocker behaves slightly different then in L4D1. To block a nav area, you must use a logic_relay triggered by a logic_auto on map spawn and send an unblocknav input to all func_nav_blockers, then selectively send an input again .5 seconds or so after and block the ones needed. Failure to unblock them before blocking them will produce the error in the console that says "Area # already blocked by a different team id". In l4d2 func_nav_blocker may also ignore your "team(s) to block", and will block both teams if the func_nav_blocker brush resides in a prop_door_rotating , func_physbox and perhaps others entites which may break your flow if you have it set to "Affects Flow: Yes."
Note:This KeyValue is not available in Smart Edit and must be added manually.
Warning:Enabled/disabled state does not block or unblock NAV areas. Use
Note:This KeyValue is not available in Smart Edit and must be added manually.
Warning:Enabled/disabled state does not block or unblock NAV areas.
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ThaiGrocer (talk | contribs) m (→Keyvalues) |
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{{KV Targetname}} | {{KV Targetname}} | ||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
{{note|This KeyValue is not available in Smart Edit and must be added manually.}} | |||
{{warning|Enabled/disabled state does ''not'' block or unblock NAV areas. Use <code>BlockNav</code>/<code>UnblockNav</code>}} | {{warning|Enabled/disabled state does ''not'' block or unblock NAV areas. Use <code>BlockNav</code>/<code>UnblockNav</code>}} | ||
{{KV|Recheck Breakables|Boolean|Appears to respond to any changes to breakables even though a BlockNav/UnblockNav input is fire anyway from the breakable prop anyway.}} | |||
{{note|This KeyValue is not available in Smart Edit and must be added manually.}} | |||
== Inputs == | == Inputs == |
Revision as of 10:51, 27 September 2011
Template:L4d series brush It is a brush entity that can block nav areas touching its AABB used to restrict NPCs from crossing over nav areas.

BlockNav
input.
Keyvalues
- Team(s) to block ([todo internal name (i)]) <choices>
- Team(s) this entity should block
- -1 : Everyone
- 2 : Survivors
- 3 : Infected
- Affects Flow? ([todo internal name (i)]) <boolean>
- Does this func_nav_blocker block flow in the level? Only func_nav_blockers with this enabled will cause flow recomputation on blocking/unblocking.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).


BlockNav
/UnblockNav
- Recheck Breakables ([todo internal name (i)]) <boolean>
- Appears to respond to any changes to breakables even though a BlockNav/UnblockNav input is fire anyway from the breakable prop anyway.

Inputs
- BlockNav <string >
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
