Template:KV NavBlocker: Difference between revisions

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m (cool icon instead of weird name)
m (brush setting added)
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{{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 01:48, 17 March 2021

NavBlocker:
Team(s) to block (teamToBlock) <choices>
Team(s) this entity should block
  • -1 : Everyone
  • 2 : Left 4 DeadLeft 4 Dead 2 Survivors, Counter-Strike: Global Offensive Terrorists
  • 3 : Left 4 DeadLeft 4 Dead 2 Infected, Counter-Strike: Global Offensive Counter-Terrorists


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.
Warning.pngWarning:Left 4 DeadLeft 4 Dead 2 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.
Recheck Breakables ([todo internal name (i)]) <boolean> (only in Counter-Strike: Source) Obsolete
Deprecated.
Appears to respond to any changes to breakables, even though aBlockNav/UnblockNav input is fired anyways from the breakable prop anyway.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Warning.pngWarning:Enabled/Disabled state does not prevent blocking or unblocking NAV areas.