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 navigation squares touching your func_nav_blocker, UnblockNav along with BlockNav must be sent if prop_door_rotating, func_physbox, etc. resides on the same squares. Else the console error "Area navsquare#[ID] already blocked by a different team id. May produce flow bugs" (Which it does). You can quickly access the faulty nav square by using
(SAlso, yeah I see that todo about templates to display the games, but how would go on to do that in a tidy manner?) |
m (k it applied the edit somehow.. anyways, simplfied stuff. Still, how would we integrate templates to apply what games this entity is from?) |
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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|{{l4d2}} | {{bug|{{l4d2}} For navigation squares touching your func_nav_blocker, UnblockNav along with BlockNav must be sent if [[prop_door_rotating|prop_door_rotating]], [[func_physbox|func_physbox]], etc. resides on the same squares. Else the console error "Area navsquare#[ID] already blocked by a different team id. May produce [[L4D_Level_Design/Nav_Flow|flow]] bugs" (Which it does). You can quickly access the faulty nav square by using<code>nav_mark [ID]</code>followed by <code>nav_warp_to_mark</code>. }} | ||
== Keyvalues == | == Keyvalues == |
Revision as of 11:31, 16 March 2021
Available in
. 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. (But how would we accomplish this?)

BlockNav
input.

nav_mark [ID]
followed by nav_warp_to_mark
. [todo tested in ?]Keyvalues
- Team(s) to block (teamToBlock) <choices>
- Team this entity should block.
- Affects Flow? (affectsFlow) <boolean> (only in
)
- Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.
Important:When this is true don't block the only path to the level's goal with it or the flow won't be computed properly
Inputs
- BlockNav
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.