Func nav blocker: Difference between revisions

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m (those are bugs)
(update to func_door_rotating unblock/block bug)
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{{note|The entity will NOT start to block automatically: it must first be activated with the <code>BlockNav</code> input.}}
{{note|The entity will NOT start to block automatically: it must first be activated with the <code>BlockNav</code> input.}}


{{bug| In l4d2, func_nav_blocker behaves slightly different than in L4D1. To block a nav area, you must use a [[logic_relay|logic_relay]] triggered by a [[logic_auto|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".}}
{{bug| In left 4 dead 2, you must send UnblockNav along with BlockNav if the func_nav_blocker resides on the same navigation square(s) as a [[prop_door_rotating|prop_door_rotating]] or [[func_physbox|func_physbox]] and perhaps others entities. Failure to do so will produce an error in console that says "Area navsquare# already blocked by a different team  id. May produce [[L4D_Level_Design/Nav_Flow|flow]] bugs" ( Which is does). The navigation square numbers can be seen in-game by pointing at the nav square with z_debug 1 and nav_edit 1. }}
{{bug|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|prop_door_rotating]] , [[func_physbox|func_physbox]] and perhaps others entites which may break your flow if you have it set to "Affects Flow: Yes."}}
 


== Keyvalues ==
== Keyvalues ==

Revision as of 23:54, 2 September 2013

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.

Note.pngNote:The entity will NOT start to block automatically: it must first be activated with the BlockNav input.
Icon-Bug.pngBug: In left 4 dead 2, you must send UnblockNav along with BlockNav if the func_nav_blocker resides on the same navigation square(s) as a prop_door_rotating or func_physbox and perhaps others entities. Failure to do so will produce an error in console that says "Area navsquare# already blocked by a different team id. May produce flow bugs" ( Which is does). The navigation square numbers can be seen in-game by pointing at the nav square with z_debug 1 and nav_edit 1.   [todo tested in ?]


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 or target).
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 theEnableinput).
Note.pngNote:This KeyValue is not available in Smart Edit and must be added manually.
Warning.pngWarning:Enabled/disabled state does not block or unblock NAV areas. Use 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.
Note.pngNote:This KeyValue is not available in Smart Edit and must be added manually.

Inputs

BlockNav <stringRedirectInput/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.
Warning.pngWarning:Enabled/disabled state does not block or unblock NAV areas.

Outputs