Func nav blocker: Difference between revisions
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Note:The entity will NOT start to block automatically: it must first be activated with the
Note: In l4d2, func_nav_blocker behaves slightly different then in L4D1. To block a nav area, you must use a logic_relay triggered by a logic_auto on map spawn and send an unblocknav input to all func_nav_blockers, then selectively send an input again .5 seconds or so after and block the ones needed. Failure to unblock them before blocking them will produce the error in the console that says "Area # already blocked by a different team id". In l4d2 func_nav_blocker may also ignore your "team(s) to block", and will block both teams if the func_nav_blocker brush resides in a prop_door_rotating , func_physbox and perhaps others entites which may break your flow if you have it set to "Affects Flow: Yes."
Warning:Enabled/disabled state does not block or unblock NAV areas. Use
Warning:Enabled/disabled state does not block or unblock NAV areas.
ThaiGrocer (talk | contribs) No edit summary |
m (Added some info about l4d2 I had figured out by trail and error.) |
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{{l4d series brush|func_nav_blocker}} It is a brush entity that can block [[NAV|nav]] areas touching its AABB used to restrict NPCs from crossing over nav areas. | {{l4d series brush|func_nav_blocker}} It is a brush entity that can block [[NAV|nav]] areas touching its AABB used to restrict NPCs from crossing over nav areas. | ||
{{note|The entity will NOT start to block automatically: it must first be activated with the <code>BlockNav</code> input.}} | {{note|The entity will NOT start to block automatically: it must first be activated with the <code>BlockNav</code> input.}} | ||
{{note| In l4d2, func_nav_blocker behaves slightly different then in L4D1. To block a nav area, you must use a [[logic_relay|logic_relay]] triggered by a [[logic_auto|logic_auto]] on map spawn and send an ''unblocknav'' input to all func_nav_blockers, then selectively send an input again .5 seconds or so after and block the ones needed. Failure to unblock them before blocking them will produce the error in the console that says "Area # already blocked by a different team id". In l4d2 func_nav_blocker may also ignore your "team(s) to block", and will block both teams if the func_nav_blocker brush resides in a [[prop_door_rotating|prop_door_rotating]] , [[func_physbox|func_physbox]] and perhaps others entites which may break your flow if you have it set to "Affects Flow: Yes."}} | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 13:32, 1 April 2011
Template:L4d series brush It is a brush entity that can block nav areas touching its AABB used to restrict NPCs from crossing over nav areas.

BlockNav
input.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Team(s) to block
<choices>
- Team(s) to block
- Team(s) this entity should block:
- Everyone
- Survivors
- Infected
- Affects Flow?
<choices>
- Affects Flow?
- Does this func_nav_blocker block flow in the level? Only func_nav_blockers with this enabled will cause flow recomputation on blocking/unblocking.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).

BlockNav
/UnblockNav
Inputs
BlockNav
- Starts blocking nav areas. Takes an optional string argument of the team to block.
UnblockNav
- Stops blocking nav areas.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
