func_nav_avoid

From Valve Developer Community
Revision as of 06:01, 7 January 2024 by WisdomBot (talk | contribs) (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
Jump to navigation Jump to search

func_nav_avoid is an e2 available in Counter-Strike: Source Counter-Strike: Source, Team Fortress 2 Team Fortress 2, and Garry's Mod Garry's Mod.

Entity description

Artificially makes bots avoid a certain area when choosing navigation paths by increasing the pathfinding cost of progressing through the area.

Note.pngNote:For this entity to take effect, it's volume must cover the entire nav cell to take effect on that cell.
Note.pngNote: The path cost of moving through this nav area is increased by 2,400% of the regular cost. While the result is high, if another path has a higher cost, the avoided route will still be chosen.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


tags ([todo internal name (i)]) <string>
additional context for if the entity should apply to a specific bot

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See also