Func nav blocker: Difference between revisions
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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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== Keyvalues == | == Keyvalues == | ||
{{KV NavBlocker}} | {{KV NavBlocker}} | ||
{{KV|Start Disabled|not={{l4ds}}|intn=StartDisabled|bool|If set to false nav areas will be blocked right after spawning.}} | {{KV|Start Disabled|not={{l4ds}}|intn=StartDisabled|bool|If set to false nav areas will be blocked right after spawning.|nofgd=1}} | ||
== Inputs == | == Inputs == |
Revision as of 16:02, 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.

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
) !FGD
- 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.