Func nav prefer: Difference between revisions
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Note: For this entity to take effect, it's volume must cover an entire nav cell to take effect on that cell.
Note: The path cost of moving through this nav area is 4% of the regular cost. While unlikely, other paths could have a value lower than the preferred path.
Thunder4ik (talk | contribs) m (Unicodifying, replaced: See Also → See also, {{language subpage → {{langsp) |
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<!-- 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}}{{this is a| | <!-- 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}}{{this is a|brush entity|name=func_nav_prefer|game=Team Fortress 2}} | ||
==Entity description== | ==Entity description== | ||
Revision as of 17:36, 17 May 2024
func_nav_prefer is a brush entity available in
Team Fortress 2.
Entity description
Artificially makes bots prefer a certain area when choosing navigation paths by decreasing the pathfinding cost of progressing through the area.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enableinput).
TeamNum:
- tags ([todo internal name (i)]) <string>
- additional context for if the entity should apply to a specific bot
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
See also
- func_nav_avoid that does the opposite task, makes bots avoid a path.