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
Bug: For
, you must send UnblockNav along with BlockNav if the func_nav_blocker resides on the same navigation square(s) as a prop_door_rotating or func_physbox and perhaps others entities. Failure to do so will produce an error in console that says "Area navsquare# already blocked by a different team id. May produce flow bugs" ( Which is does). The navigation square numbers can be seen in-game by pointing at the nav square with z_debug 1 and nav_edit 1. [todo tested in ?]
Note:This KeyValue is not available in Smart Edit and must be added manually.
Warning:Enabled/disabled state does not block or unblock NAV areas. Use
Note:This KeyValue is not available in Smart Edit and must be added manually.
Warning:Enabled/disabled state does not block or unblock NAV areas.
(update to func_door_rotating unblock/block bug) |
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{{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.}} | ||
{{bug| | {{bug| For {{l4d2}}, you must send UnblockNav along with BlockNav if the func_nav_blocker resides on the same navigation square(s) as a [[prop_door_rotating|prop_door_rotating]] or [[func_physbox|func_physbox]] and perhaps others entities. Failure to do so will produce an error in console that says "Area navsquare# already blocked by a different team id. May produce [[L4D_Level_Design/Nav_Flow|flow]] bugs" ( Which is does). The navigation square numbers can be seen in-game by pointing at the nav square with z_debug 1 and nav_edit 1. }} | ||
Revision as of 00:05, 3 September 2013
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
- Team(s) to block ([todo internal name (i)]) <choices>
- Team(s) this entity should block
- -1 : Everyone
- 2 : Survivors
- 3 : Infected
- Affects Flow? ([todo internal name (i)]) <boolean>
- Does this func_nav_blocker block flow in the level? Only func_nav_blockers with this enabled will cause flow recomputation on blocking/unblocking.
- 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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).


BlockNav
/UnblockNav
- Recheck Breakables ([todo internal name (i)]) <boolean>
- Appears to respond to any changes to breakables even though a BlockNav/UnblockNav input is fire anyway from the breakable prop anyway.

Inputs
- BlockNav <string >
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
