Func nav blocker: Difference between revisions

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{{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 on spawn (except in {{csgo}}). It is best practice to have either<code>BlockNav</code>or<code>UnblockNav</code>inputs sent with<code>[[logic auto|OnMultiNewRound]]</code>.}}
{{note|The entity won't block nav areas automatically on spawn (except in {{csgo}}). It is best practice to have either<code>BlockNav</code>or<code>UnblockNav</code>inputs sent with<code>[[logic auto|OnMultiNewRound]]</code>.}}
{{note|This entity blocks navigation areas using its [[bounding box]]! Complex brush models will not work.}}
{{Warning|This entity blocks navigation areas using its [[AABB]]! Complex brush models will not work.}}


== Keyvalues ==
== Keyvalues ==
{{KV NavBlocker}}
{{KV NavBlocker}}
{{KV BaseEntity|brush=1}}
{{KV|Start Disabled|not={{l4ds}}|intn=StartDisabled|bool|If set to false nav areas will be blocked right after spawning.}}
{{KV EnableDisable|navblock=1}}


== Inputs ==
== Inputs ==
{{I NavBlocker}}
{{I NavBlocker}}
{{I BaseEntity}}
{{I EnableDisable}}
== Outputs ==
{{O BaseEntity|l4d=1}}


== See Also ==
== See Also ==
* {{l4d2}} [[script_nav_blocker]] - VScript catered version of func_nav_blocker.
* {{l4d2}} [[script_nav_blocker]] - VScript catered version of func_nav_blocker.

Revision as of 14:02, 4 October 2022

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Template:Brush ent and also in Team Fortress 2. It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.

Icon-Bug.pngBug:In Left 4 Dead 2, Ifprop_door_rotatingorfunc_physboxresides on the same areas, send anUnblockNavinput along aBlockNavinput. Else the console reports "Area navsquare#[ID] already blocked by a different team ID.[confirm]  [todo tested in ?]
Note.pngNote:The entity won't block nav areas automatically on spawn (except in Counter-Strike: Global Offensive). It is best practice to have eitherBlockNavorUnblockNavinputs sent withOnMultiNewRound.
Warning.pngWarning:This entity blocks navigation areas using its AABB! Complex brush models will not work.

Keyvalues

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
Start Disabled (StartDisabled) <boolean> (not in Left 4 Dead seriesLeft 4 Dead series)
If set to false nav areas will be blocked right after spawning.

Inputs

BlockNav
Starts blocking nav areas.
UnblockNav
Stops blocking nav areas.

See Also