script_nav_blocker
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.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.
class hierarchy |
---|
CScriptNavBlocker |
script_nav_blocker
is a point entity available in Left 4 Dead 2. 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 keyvaluesmins
andmaxs
still works.
When compiling Entity Groups, func_nav_blocker entities are converted to script_nav_blocker.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Bounding Box Extents
(extent)
<vector> - Controls each 'radius' of the bounding box. X is half the width, Y is half the height and Z is half the length.
- Origin
(origin)
<vector> - Center of the bounding box specified by extent
- Angles
(angles)
<vector> - Angles of the bounding box specified by extent
- Tip:Using angles other than 0 0 0 is pointless. AABB is used to block nav areas
- 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. : Important:Don't block the only path to the level's goal or flow won't be computed properly
Inputs
BlockNav
- Starts blocking nav areas.
UnblockNav
- Stops blocking nav areas.