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, if prop_door_rotating, func_physbox, etc. resides on the same squares, UnblockNav along with BlockNav inputs.
Otherwise, the console errors "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
m (Final touches) |
m (reword) |
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{{brush ent|since=Left 4 Dead}} It blocks [[NAV|nav]] areas touching its AABB | {{brush ent|since=Left 4 Dead}} It blocks [[NAV|nav]] areas touching its [[Bounding volume|AABB]] to restrict NPCs / Bots from crossing over it. | ||
{{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}} For navigation squares touching your func_nav_blocker, if [[prop_door_rotating|prop_door_rotating]], [[func_physbox|func_physbox]], etc. resides on the same squares, UnblockNav along with BlockNav inputs.<br><br> | {{bug|{{l4d2}} For navigation squares touching your func_nav_blocker, if [[prop_door_rotating|prop_door_rotating]], [[func_physbox|func_physbox]], etc. resides on the same squares, UnblockNav along with BlockNav inputs.<br><br> | ||
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== Inputs == | == Inputs == | ||
{{I NavBlocker}} | {{I NavBlocker}} | ||
== Outputs == | == Outputs == | ||
{{O BaseEntity|l4d=1}} | {{O BaseEntity|l4d=1}} |
Revision as of 12:35, 16 March 2021
Template:Brush ent It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.

BlockNav
input.

Otherwise, the console errors "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
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.