Func nav blocker: Difference between revisions
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Bug:In
, Ifprop_door_rotatingorfunc_physboxresides on the same areas, send an
Note:The entity won't block nav areas automatically (except in
), it must be given the
Note:This entity blocks navigation areas using its bounding box! Complex brush models will not work.
(CS:GO: Does block initially on round start. Best practice: Fire either BlockNav or UnBlockNav OnMapSpawn.) |
m (KV NavBlocker and I NavBlocker) |
||
Line 1: | Line 1: | ||
{{brush ent|since=Left 4 Dead}} | {{brush ent|since=Left 4 Dead}} and also in {{tf2}}. It blocks [[Navigation Meshes|nav areas]] touching its [[Bounding volume|AABB]] to restrict NPCs / Bots from crossing over it. | ||
{{bug|In {{l4d2}}, If{{ent|prop_door_rotating}}or{{ent|func_physbox}}resides on the same areas, send an<code>UnblockNav</code>input along a<code>BlockNav</code>input. Else the console reports "Area navsquare#[ID] already blocked by a different team ID.{{confirm}}}} | {{bug|In {{l4d2}}, If{{ent|prop_door_rotating}}or{{ent|func_physbox}}resides on the same areas, send an<code>UnblockNav</code>input along a<code>BlockNav</code>input. Else the console reports "Area navsquare#[ID] already blocked by a different team ID.{{confirm}}}} | ||
{{ | {{note|The entity won't block nav areas automatically (except in {{csgo}}), it must be given the<code>BlockNav</code>input. It is best practice to have either <code>BlockNav</code> or <code>UnblockNav</code> inputted with<code>[[logic auto|OnMultiNewRound]]</code> output.{{confirm}}}} | ||
{{note|This entity blocks navigation areas using its [[bounding box]]! Complex brush models will not work.}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV NavBlocker}} | {{KV NavBlocker}} | ||
{{KV BaseEntity|brush=1}} | |||
{{KV EnableDisable|navblock=1}} | |||
== Inputs == | == Inputs == | ||
{{I NavBlocker}} | {{I NavBlocker}} | ||
{{I BaseEntity}} | |||
{{I EnableDisable}} | |||
== Outputs == | == Outputs == | ||
{{O BaseEntity|l4d=1}} | {{O BaseEntity|l4d=1}} |
Revision as of 12:49, 25 August 2021
Template:Brush ent and also in . It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.


UnblockNav
input along aBlockNav
input. Else the console reports "Area navsquare#[ID] already blocked by a different team ID.[confirm] [todo tested in ?]

BlockNav
input. It is best practice to have either BlockNav
or UnblockNav
inputted withOnMultiNewRound
output.[confirm]
Keyvalues
- 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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- BlockNav
- 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.
Outputs
See Also
script_nav_blocker - VScript catered version of func_nav_blocker.