Logic navigation: Difference between revisions
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Note:Due to some irregularities in the base FGD, this entity's keys are best used with SmartEdit off.
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{{CD|CLogicNavigation|file1=logic_navigation.cpp}} | |||
{{base point|logic_navigation}} It is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push. | {{base point|logic_navigation}} It is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push. | ||
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==Flags== | ==Flags== | ||
{{fl|1|Start On}} | |||
==Inputs== | ==Inputs== |
Revision as of 16:01, 6 November 2022
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CLogicNavigation |
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Template:Base point It is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push.

Keyvalues
- Navigation Entity (target) <targetname>
- Name of the entity to set navigation properties on.
- Nav Property (navprop) <choices>
-
- Ignore : NPCs Ignore this when navigating (they'll bump into it)
- 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
Flags
- Start On : [1]
Inputs
- TurnOn
- Turn on. The Navigation Entity will have its navigation properties set.
- TurnOff
- Turn off. The Navigation Entity will have its navigation properties returned to the default settings.
- Toggle
- Toggle on/off.