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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{{Underlinked|date=January 2024}} | {{Underlinked|date=January 2024}} | ||
<!-- When this page is updated to {{langsp}} or {{ | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}{{CD|CLogicNavigation|file1=logic_navigation.cpp}} | ||
{{this is a|e0|name=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. | {{this is a|e0|name=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. | ||
Revision as of 11:03, 8 January 2024

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CLogicNavigation |
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logic_navigation
is an e0 available in all Source games. 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.