Func nav blocker: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
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.
		
	
Thunder4ik (talk | contribs) m (clean up, replaced: {{ModernWarning| → {{warning|, See Also → See also, {{ModernNote| → {{note|)  | 
				m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)  | 
				||
| Line 1: | Line 1: | ||
{{lang  | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}{{CD|CFuncNavBlocker|file1=nav_entities.cpp}}  | ||
{{CD|CFuncNavBlocker|file1=nav_entities.cpp}}  | |||
[[File:Toolstrigger.gif|left]]  | [[File:Toolstrigger.gif|left]]  | ||
{{  | {{this is a|e2|name=func_nav_blocker|since=Left 4 Dead}} and also in {{tf2}}. It blocks [[Navigation Meshes|nav areas]] touching its [[Bounding volume|AABB]] to restrict NPCs / Bots from crossing over it.  | ||
{{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.}}  | ||
Revision as of 12:39, 4 January 2024
| CFuncNavBlocker | 
func_nav_blocker  is an   e2  available in all 
 Source games since 
 Left 4 Dead. and also in 
. It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.
Template:ModernBug
Template:ModernBug
BlockNavorUnblockNavinputs 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.
