Template:KV NavBlocker: Difference between revisions
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Warning:
If this is active and the Nav Blocker fully blocks the path to the end goal (e.g. Saferooms), this will screw over the map's flow entirely.
Warning:Enabled/Disabled state does not prevent blocking or unblocking NAV areas.
m (cool icon instead of weird name) |
m (brush setting added) |
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{{KV|Recheck Breakables|boolean|Appears to respond to any changes to breakables, even though a<code>BlockNav</code>/<code>UnblockNav</code> input is fired anyways from the breakable prop anyway.|deprecated=1|only={{css}}}} | {{KV|Recheck Breakables|boolean|Appears to respond to any changes to breakables, even though a<code>BlockNav</code>/<code>UnblockNav</code> input is fired anyways from the breakable prop anyway.|deprecated=1|only={{css}}}} | ||
{{KV BaseEntity|l4d2=1}} | {{KV BaseEntity|l4d2=1|brush=1}} | ||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
{{warning|Enabled/Disabled state does ''not'' prevent blocking or unblocking NAV areas.}} | {{warning|Enabled/Disabled state does ''not'' prevent blocking or unblocking NAV areas.}} |
Revision as of 01:48, 17 March 2021
NavBlocker:
- Team(s) to block (teamToBlock) <choices>
- Team(s) this entity should block
- Affects Flow? (affectsFlow) <boolean>
- Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.



Recheck Breakables ([todo internal name (i)]) <boolean>(only in)
- Deprecated.
Appears to respond to any changes to breakables, even though aBlockNav
/UnblockNav
input is fired anyways from the breakable prop anyway.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
