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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{{this is a| | {{this is a|brush entity|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.}} | {{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> |
Revision as of 17:50, 17 May 2024
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CFuncNavBlocker |
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func_nav_blocker
is a brush entity 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.