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
Bug: For
, When you make the func_nav_blocker block the navigation squares touching it, you must send UnblockNav (Yes not intuitive) 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 create the console error "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 ?]
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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TheRedMelon (talk | contribs) No edit summary |
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{{l4d series | Available in the {{l4d}}{{l4d2}} [[Left 4 Dead]] series and {{csgo}} [[Counter-Strike: Global Offensive]]. It is a brush entity that can block [[NAV|nav]] areas touching its AABB used to restrict NPCs from crossing over nav areas. | ||
{{todo|Any other games?}} | |||
{{todo|Use templates to display which games include this entity.}} | |||
{{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.}} | ||
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{{KV|Team(s) to block|choices|Team(s) this entity should block}} | {{KV|Team(s) to block|choices|Team(s) this entity should block}} | ||
:* -1 : Everyone | :* -1 : Everyone | ||
:* 2 : Survivors | :* 2 : {{l4d}}{{l4d2}} Survivors, {{csgo}} Terrorists | ||
:* 3 : Infected | :* 3 : {{l4d}}{{l4d2}} Infected, {{csgo}} Counter-Terrorists | ||
{{KV|Affects Flow?|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.}} | {{KV|Affects Flow?|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.}} | ||
{{KV Targetname}} | {{KV Targetname}} |
Revision as of 17:55, 29 September 2017
Available in the Left 4 Dead series and
Counter-Strike: Global Offensive. It is a brush entity that can block nav areas touching its AABB used to restrict NPCs from crossing over nav areas.
Todo: Any other games?
Todo: Use templates to display which games include this entity.

BlockNav
input.

Keyvalues
- Team(s) to block ([todo internal name (i)]) <choices>
- Team(s) this entity should block
- 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.
