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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{{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. | {{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. | ||
{{bug|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.}} | {{bug|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>.}} | {{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>.}} | ||
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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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== Keyvalues == | == Keyvalues == | ||
{{KV NavBlocker}} | {{KV NavBlocker}} |
Revision as of 12:26, 8 February 2024
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CFuncNavBlocker |
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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.


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.