Script nav blocker: Difference between revisions
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{{Ent not in fgd|nolink=1|because=[[func_nav_blocker]] already exists as a more accessible option}} | {{Ent not in fgd|nolink=1|because=[[func_nav_blocker]] already exists as a more accessible option}} | ||
{{ | {{this is a|point entity|name=script_nav_blocker|game=Left 4 Dead 2}} Its a [[func_nav_blocker]], readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvalues<code>mins</code>and<code>maxs</code>still works. | ||
When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_blocker entities are converted to script_nav_blocker. | When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_blocker entities are converted to script_nav_blocker. |
Revision as of 18:43, 5 January 2024

This entity is not in the FGD by default.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.
script_nav_blocker
is a point entity available in Left 4 Dead 2. Its a func_nav_blocker, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvalues
mins
andmaxs
still works.
When compiling Entity Groups, func_nav_blocker entities are converted to script_nav_blocker.
Keyvalues
- Bounding Box Extents (extent) <vector>
- Controls the size of the bounding box. If mins/maxs were usable here instead then
mins -100 -100 -100
andmaxs 100 100 100
would be equivalent toextent 100 100 100
.See also: Image at bounding box page
- Origin (origin) <vector>
- Center of the bounding box specified by the extent
- Angles (angles) <vector>
- Angles of the bounding box specified by the extent
- Team(s) to block (teamToBlock) <choices>
- Team this entity should block.
- -1 : Everyone
- 2 : Survivors
- 3 : Infected
- 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. :
Important:Don't block the only path to the level's goal or flow won't be computed properly
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- BlockNav
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.