Func nav blocker: Difference between revisions
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{{lang|title=func_nav_blocker}} | {{lang|title=func_nav_blocker}} | ||
{{CD|CFuncNavBlocker|file1=nav_entities.cpp}} | {{CD|CFuncNavBlocker|file1=nav_entities.cpp}} | ||
[[File:Toolstrigger.gif|left]] | |||
{{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}}, {{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}} | {{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| | {{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|OnMapSpawn]]</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> | ||
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> | 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> |
Revision as of 16:36, 27 August 2023
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CFuncNavBlocker |
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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.