Func nav blocker: Difference between revisions
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Note:The entity won't block nav areas automatically on spawn (except in
). It is best practice to have either
Warning:Entity's AABB is used for blocking nav areas, so clipping or rotating brushes does not change a brush's size as one expects.
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Thunder4ik (talk | contribs) m (clean up, replaced: {{ModernWarning| → {{warning|, See Also → See also, {{ModernNote| → {{note|) |
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{{ModernBug|In {{l4d2}}, If{{ent|prop_door_rotating}}, {{ent|func_physbox}}, {{ent|func_door}}, etc resides on the same areas, send an<code>UnblockNav</code>input along a<code>BlockNav</code>input. Else the console reports "Area navsquare#[ID] already blocked by a different team ID." Confirm edit: Bug is real, however fix appears to be ineffective}} | {{ModernBug|In {{l4d2}}, If{{ent|prop_door_rotating}}, {{ent|func_physbox}}, {{ent|func_door}}, etc resides on the same areas, send an<code>UnblockNav</code>input along a<code>BlockNav</code>input. Else the console reports "Area navsquare#[ID] already blocked by a different team ID." Confirm edit: Bug is real, however fix appears to be ineffective}} | ||
{{ModernBug|In {{tf2}}, this entity appears to be broken{{ref|1}}, however the other <code>func_nav_*</code> entities appear to work in MvM at the very least.}} | {{ModernBug|In {{tf2}}, this entity appears to be broken{{ref|1}}, however the other <code>func_nav_*</code> entities appear to work in MvM at the very least.}} | ||
{{ | {{note|The entity won't block nav areas automatically on spawn (except in {{csgo}}). It is best practice to have either<code>BlockNav</code>or<code>UnblockNav</code>inputs sent with<code>[[logic auto|OnMapSpawn]]</code>.}} | ||
{{ | {{warning|Entity's [[AABB]] is used for blocking nav areas, so clipping or rotating brushes does not change a brush's size as one expects.<br> | ||
Diagonal walls will always be ignored, as it will take the furthest out corners of the diagonal walls and create one huge box around all of it. ''That'' box will be your brush entity.<br> | Diagonal walls will always be ignored, as it will take the furthest out corners of the diagonal walls and create one huge box around all of it. ''That'' box will be your brush entity.<br> | ||
If you need a large diagonal brush, you must create multiple small square entities aligned diagonally.}} | If you need a large diagonal brush, you must create multiple small square entities aligned diagonally.}} | ||
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{{I NavBlocker}} | {{I NavBlocker}} | ||
== See | == See also == | ||
* {{l4d2}} [[script_nav_blocker]] - VScript catered version of func_nav_blocker. | * {{l4d2}} [[script_nav_blocker]] - VScript catered version of func_nav_blocker. | ||
== References == | == References == | ||
# https://github.com/ValveSoftware/Source-1-Games/issues/5269 | # https://github.com/ValveSoftware/Source-1-Games/issues/5269 |
Revision as of 00:40, 4 January 2024
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CFuncNavBlocker |
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Template:Entity and also in . It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.
Template:ModernBug
Template:ModernBug


BlockNav
orUnblockNav
inputs sent withOnMapSpawn
.
Diagonal walls will always be ignored, as it will take the furthest out corners of the diagonal walls and create one huge box around all of it. That box will be your brush entity.
Keyvalues
- Team(s) to block (teamToBlock) <choices>
- Team this entity should block.
- Affects Flow? (affectsFlow) <boolean> (only in
)
- Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.
Important:When this is true don't block the only path to the level's goal with it or the flow won't be computed properly
- Start Disabled (StartDisabled) <boolean> (not in
)
- If set to false nav areas will be blocked right after spawning.
Inputs
- BlockNav
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.
See also
script_nav_blocker - VScript catered version of func_nav_blocker.