Env player blocker

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Revision as of 13:55, 28 April 2023 by MrFunreal (talk | contribs) (added warning about not being fully solid., also reworded intro to specify it only works on survivors and special infected.)
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C++ Class hierarchy
CEnv_Blocker
CBaseEntity

Template:Entity It blocks any Survivor and Special Infected from entering of the specified type, very simmilar to Clip brushes, but in point entity form.

Examples of its use can be found in L4D1 Authoring Tools SDK content, such as the l4d_airport03_garage.vmf crescendo event.
It has been added to maps using Commentary_System files a lot. Simply because they work like clip brushes, but they are point entities which can easily be added to fix "God Spots" or unintentional access to places without compiling the map again.

Template:ModernWarning

Keyvalues

Mins (boxmins) <vector>
Maxs (boxmaxs) <vector>

An outlined box is displayed in Hammer when Mins/Maxs are specified.

Initial State (initialstate) <choices>
Initial state of the blocker
  • 0 : Disabled
  • 1 : Enabled
Blocks (BlockType) <choices>
What should be blocked
  • 0 : Everyone
  • 1 : Survivors
  • 2 : Player Infected
  • 3 : All Special Infected (Player and AI)
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

Inputs

Enable
Enables the Blocker
Disable
Disables the Blocker