Func nav blocker: Difference between revisions
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(swapped templates for modern counterparts. Replaced AABB warning with more verbose version) |
m (Added more details to the L4D2 bug) |
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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. | ||
{{ModernBug|In {{l4d2}}, If{{ent|prop_door_rotating}} | {{ModernBug|In {{l4d2}}, If{{ent|prop_door_rotating}}, {{ent|func_physbox}}, {{ent|func_door}}, etc 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 edit: Bug is real, however fix appears to be ineffective}} | ||
{{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>.}} | {{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>.}} | ||
{{ModernWarning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.<br> | {{ModernWarning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.<br> |
Revision as of 13:10, 29 April 2023
Template:Entity and also in . 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.
- 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> (not in
)
- 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
script_nav_blocker - VScript catered version of func_nav_blocker.