Template:KV NavBlocker

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Revision as of 11:23, 16 March 2021 by Orinuse (talk | contribs) (prepping this for script_nav_blocker)
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NavBlocker:
Team(s) to block ([todo internal name (i)]) <choices>
Team(s) this entity should block
  • -1 : Everyone
  • 2 : Left 4 DeadLeft 4 Dead 2 Survivors, Counter-Strike: Global Offensive Terrorists
  • 3 : Left 4 DeadLeft 4 Dead 2 Infected, Counter-Strike: Global Offensive Counter-Terrorists


Affects Flow? ([todo internal name (i)]) <boolean>
Does this func_nav_blocker block flow in the level? Only func_nav_blockers with this enabled will cause flow recomputation on blocking/unblocking.
Warning.pngWarning:Left 4 DeadLeft 4 Dead 2 If this is active and the func_nav_blocker fully blocks the path to the end goal (e.g. Saferooms), this will screw over the map's flow entirely.
Recheck Breakables ([todo internal name (i)]) <boolean> !FGD
Appears to respond to any changes to breakables, even though aBlockNav/UnblockNav input is fired anyways from the breakable prop anyway.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Warning.pngWarning:Enabled/Disabled state does not prevent blocking or unblocking NAV areas.