Template:KV NavBlocker: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
Warning:
 If this is active and the Nav Blocker fully blocks the path to the end goal (e.g. Saferooms), this will screw over the map's flow entirely.
Warning:Enabled/Disabled state does not prevent blocking or unblocking NAV areas.
		
	
m (cool icon instead of weird name)  | 
				m (brush setting added)  | 
				||
| Line 9: | Line 9: | ||
{{KV|Recheck Breakables|boolean|Appears to respond to any changes to breakables, even though a<code>BlockNav</code>/<code>UnblockNav</code> input is fired anyways from the breakable prop anyway.|deprecated=1|only={{css}}}}  | {{KV|Recheck Breakables|boolean|Appears to respond to any changes to breakables, even though a<code>BlockNav</code>/<code>UnblockNav</code> input is fired anyways from the breakable prop anyway.|deprecated=1|only={{css}}}}  | ||
{{KV BaseEntity|l4d2=1}}  | {{KV BaseEntity|l4d2=1|brush=1}}  | ||
{{KV EnableDisable}}  | {{KV EnableDisable}}  | ||
{{warning|Enabled/Disabled state does ''not'' prevent blocking or unblocking NAV areas.}}  | {{warning|Enabled/Disabled state does ''not'' prevent blocking or unblocking NAV areas.}}  | ||
Revision as of 00:48, 17 March 2021
NavBlocker:
- Team(s) to block (teamToBlock) <choices>
 - Team(s) this entity should block
 
- Affects Flow? (affectsFlow) <boolean>
 - Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.
 
Recheck Breakables ([todo internal name (i)]) <boolean>(only in
) 
- Deprecated.
Appears to respond to any changes to breakables, even though aBlockNav/UnblockNavinput is fired anyways from the breakable prop anyway. 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput).