Func nav blocker

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Revision as of 12:05, 16 July 2021 by Orinuse (talk | contribs) (So.... a bounding box)
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Template:Brush ent Also in Team Fortress 2. It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.

Note.pngNote:The entity won't block nav areas automatically, it must be given theBlockNavinput.
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 ?]
Warning.pngWarning:This entity blocks navigation areas using its bounding box.

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

Inputs

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

Outputs

See Also