Func nav blocker: Difference between revisions

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(swapped templates for modern counterparts. Replaced AABB warning with more verbose version)
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{{lang|title=func_nav_blocker}}
{{lang|title=func_nav_blocker}}
{{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.
{{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}}}}
{{ModernBug|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>.}}
{{ModernNote|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>.}}
{{Warning|This entity blocks navigation areas using its [[AABB]]! Complex brush models will not work.}}
{{ModernWarning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.<br>
 
Diagonal walls will always be ignored, as it will take the furthest out corners of the diagonal walls and create one huge box around all of it. ''That'' box will be your brush entity.<br>
If you need a large diagonal brush, you must create multiple small square entities aligned diagonally.}}
== Keyvalues ==
== Keyvalues ==
{{KV NavBlocker}}
{{KV NavBlocker}}

Revision as of 05:39, 20 April 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. Template:ModernBug Template:ModernNote Template:ModernWarning

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