Func nav avoid: Difference between revisions
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Note:For this entity to take effect, it's volume must cover the entire nav cell to take effect on that cell.
Note: The path cost of moving through this nav area is increased by 2,400% of the regular cost. While the result is high, if another path has a higher cost, the avoided route will still be chosen.
m (→Entity description: Cost description) |
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
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{{ | {{this is a|e2|game1=Team Fortress 2|game2=Garry's Mod|name=func_nav_avoid|game=Counter-Strike: Source}} | ||
==Entity description== | ==Entity description== | ||
Artificially makes bots avoid a certain area when choosing navigation paths by increasing the pathfinding cost of progressing through the area. | Artificially makes bots avoid a certain area when choosing navigation paths by increasing the pathfinding cost of progressing through the area. | ||
Revision as of 05:01, 7 January 2024
func_nav_avoid is an e2 available in
Counter-Strike: Source,
Team Fortress 2, and
Garry's Mod.
Entity description
Artificially makes bots avoid a certain area when choosing navigation paths by increasing the pathfinding cost of progressing through the area.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enableinput).
TeamNum:
- tags ([todo internal name (i)]) <string>
- additional context for if the entity should apply to a specific bot
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
See also
- func_nav_prefer that does the opposite task, makes bots prefer a path.