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 (brush setting added)  | 
				 (CS:GO: teamToBlock non-functional, always blocks either for both teams or for no team.)  | 
				||
| Line 4: | Line 4: | ||
:* 2 : {{l4d}}{{l4d2}} Survivors, {{csgo}} Terrorists  | :* 2 : {{l4d}}{{l4d2}} Survivors, {{csgo}} Terrorists  | ||
:* 3 : {{l4d}}{{l4d2}} Infected, {{csgo}} Counter-Terrorists  | :* 3 : {{l4d}}{{l4d2}} Infected, {{csgo}} Counter-Terrorists  | ||
{{warning|{{csgo}} <code>teamToBlock</code> non-functional, always blocks either for both teams or for no team.}}  | |||
{{KV|Affects Flow?|boolean|intn=affectsFlow|Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.}}  | {{KV|Affects Flow?|boolean|intn=affectsFlow|Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.}}  | ||
Revision as of 06:59, 25 August 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/UnblockNavinput is fired anyways from the breakable prop anyway. 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput).