Script nav blocker

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Revision as of 12:49, 25 August 2021 by Orinuse (talk | contribs) (KV NavBlocker and I NavBlocker)
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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.

Template:L4d2 point Its a func_nav_blocker, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvaluesminsandmaxsstill works.

When compiling Entity Groups, func_nav_blocker entities are converted to script_nav_blocker.

Keyvalues

Bounding Box Extents (extent) <vector>
Controls the size of the bounding box. If mins/maxs were usable here instead then mins -100 -100 -100 and maxs 100 100 100 would be equivalent to extent 100 100 100.
See also:  Image at bounding box page

Origin (origin) <vector>
Center of the bounding box specified by the extent
Angles (angles) <vector>
Angles of the bounding box specified by the extent
Team(s) to block (teamToBlock) <choices>
Team this entity should block.
  • -1 : Everyone
  • 2 : Survivors
  • 3 : Infected
Affects Flow? (affectsFlow) <boolean>
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:Don't block the only path to the level's goal or flow won't be computed properly


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

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

EnableDisable:

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

Outputs