Func nav blocker: Difference between revisions

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{{lang|Func nav blocker}}
{{lang|title=func_nav_blocker}}
{{brush ent|func_nav_blocker|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.
{{entity|func_nav_blocker|type=e2|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 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>.}}

Revision as of 09:05, 24 January 2023

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Template:Entity 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