Func nav blocker: Difference between revisions
Jump to navigation
Jump to search
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.
(-) |
(-less red) |
||
Line 2: | Line 2: | ||
[[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. | {{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. | ||
{{ | {{note|In {{l4ds}} doesn't block nav areas automatically on spawn.}} | ||
{{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> | {{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> | ||
Line 17: | Line 16: | ||
== See also == | == See also == | ||
* {{l4d2}} [[script_nav_blocker]] - VScript catered version of func_nav_blocker. | * {{l4d2}} [[script_nav_blocker]] - VScript catered version of func_nav_blocker. | ||
Revision as of 15:51, 8 February 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.

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.