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 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
Warning:Diagonal navigation mesh blockage with one large brush will not work. It artificially creates a box around the entire diagonal brush and turns that area into a Func_nav_blocker! To block paths diagonally, create multiple smaller Func_nav_blocker squares in a diagonal line so that each little brush blocks only the nav squares it stands on.
m (See Also) |
(added warning about diagonal nav blockage) |
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{{brush ent|since=Left 4 Dead}} Also in {{tf2}}. It blocks [[NAV|nav]] areas touching its [[Bounding volume|AABB]] to restrict NPCs / Bots from crossing over it. | {{brush ent|since=Left 4 Dead}} Also in {{tf2}}. 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 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> | {{bug|{{l4d2}} For navigation squares touching your 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> | ||
Otherwise, the console errors "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>. }} | Otherwise, the console errors "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>. }} | ||
{{warning|Diagonal navigation mesh blockage with one large brush will not work. It artificially creates a box around the entire diagonal brush and turns ''that'' area into a Func_nav_blocker! To block paths diagonally, create multiple smaller Func_nav_blocker squares in a diagonal line so that each little brush blocks only the nav squares it stands on.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 19:32, 14 July 2021
Template:Brush ent Also in . 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.
Outputs
See Also
script_nav_blocker - VScript catered version of func_nav_blocker.