Script nav blocker: Difference between revisions
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(Created page with "{{Ent not in fgd|nolink=1|because=it is for vscripts only, use func_nav_blocker if editing a map}} {{point ent|game=Left 4 Dead 2|icon=l4d2}} Its a func_nav...") |
m (more descriptive clarification, as this is technically a brush entity) |
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{{Ent not in fgd|nolink=1|because=it is for [[VScript|vscripts]] only, use [[func_nav_blocker]] if editing a map}} | {{Ent not in fgd|nolink=1|because=it is for [[VScript|vscripts]] only, use [[func_nav_blocker]] if editing a map}} | ||
{{ | {{brush ent|game=Left 4 Dead 2|icon=l4d2}} Its a [[func_nav_blocker]], readjusted for vscripts. While stripped of any unnecessary brush data, which makes this entity sort of a point entity, it also provides a simple method to define its own bounding box. Though, since its a brush entity technically, using<code>mins</code>and<code>maxs</code>still works. | ||
When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_blocker entities are converted to script_nav_blocker. | When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_blocker entities are converted to script_nav_blocker. |
Revision as of 01:56, 17 March 2021

This entity is not in the FGD by default.
It should not be put directly in a map because it is for vscripts only, use func_nav_blocker if editing a map.
It should not be put directly in a map because it is for vscripts only, use func_nav_blocker if editing a map.
Template:Brush ent Its a func_nav_blocker, readjusted for vscripts. While stripped of any unnecessary brush data, which makes this entity sort of a point entity, it also provides a simple method to define its own bounding box. Though, since its a brush entity technically, usingmins
andmaxs
still works.
When compiling Entity Groups, func_nav_blocker entities are converted to script_nav_blocker.
Keyvalues
- Bounding Box Extents (extent) <vector>
- Defines the width, height and length of the bounding box.
- 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
Inputs
- BlockNav
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.