Script nav blocker: Difference between revisions

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m (→‎Keyvalues: reword)
m (KV ScriptBrushBase template, gotta do fgd support sometime, cuz why not)
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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=[[func_nav_blocker]] already exists as a more accessible option}}


{{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 keyvalue to define its own bounding box. Though, since its a brush entity technically, using the keyvalues<code>mins</code>and<code>maxs</code>still works.
{{brush ent|game=Left 4 Dead 2|icon=l4d2}} Its a [[func_nav_blocker]], readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvalues<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.


== Keyvalues ==
== Keyvalues ==
{{KV|Bounding Box Extents|Vector|intn=extent|Controls the width, height and length of the bounding box. X is the width, Y is the height and Z is the length.}}
{{KV ScriptBrushBase}}
{{note|With how this keyvalue works, the shape of the bounding box will always be a cube or a cuboid, never otherwise.}}
{{KV NavBlocker}}
{{KV NavBlocker}}



Revision as of 13:16, 22 March 2021

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.

Template:Brush ent Its a func_nav_blocker, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvaluesminsandmaxsstill works.

When compiling Entity Groups, func_nav_blocker entities are converted to script_nav_blocker.

Keyvalues

Bounding Box Extents (extent) <vector>
Controls the size of the bounding box. If mins/maxs were usable here instead then mins -100 -100 -100 and maxs 100 100 100 would be equivalent to extent 100 100 100.
See also:  Image at bounding box page

Origin (origin) <vector>
Center of the bounding box specified by the extent
Angles (angles) <vector>
Angles of the bounding box specified by the extent
Team(s) to block (teamToBlock) <choices>
Team this entity should block.
  • -1 : Everyone
    Warning.pngWarning:Team Fortress 2 for everyone either edit FGD and use value -2 or turn off smart edit and set that, -1 is not valid and the nav blocker will not work
  • 2 : Red Team Fortress 2, Survivors Left 4 Dead seriesLeft 4 Dead series, Terrorists Counter-Strike: Source Counter-Strike: Global Offensive
  • 3 : Blue Team Fortress 2, Infected Left 4 Dead seriesLeft 4 Dead series, Counter-Terrorists Counter-Strike: Source Counter-Strike: Global Offensive
Note.pngNote:Counter-Strike: Global Offensive teamToBlock non-functional, always blocks either for both teams or for no team.
Affects Flow? (affectsFlow) <boolean> (only in Left 4 Dead 2)
Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.
Icon-Important.pngImportant: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.

Outputs