Script nav blocker

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Revision as of 13:09, 16 March 2021 by Orinuse (talk | contribs) (Created page with "{{Ent not in fgd|nolink=1|because=it is for vscripts only, use func_nav_blocker if editing a map}} {{point ent|game=Left 4 Dead 2|icon=l4d2}} Its a func_nav...")
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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 it is for vscripts only, use func_nav_blocker if editing a map.

Template:Point ent Its a func_nav_blocker, which is a brush entity, readjusted for vscripts. While stripped of any unnecessary brush data, it also provides a simple method to define its own bounding box, thoughminsandmaxs still works with this entity.

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

Keyvalues

Bounding Box Extents (extent) <vector>
Defines the width, height and length of the bounding box.
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