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func_nav_blocker

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... Icon-Important.png
class hierarchy
CFuncNavBlocker defined in nav_entities.cpp
CBaseEntity
Toolstrigger.gif

func_nav_blocker is a brush entity available in all Source Source games since Left 4 Dead Left 4 Dead. and also in Team Fortress 2. It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.

Note.pngNote:In Left 4 Dead series doesn't block nav areas automatically on spawn.
Warning.pngWarning:Entity's AABB is used for blocking nav areas, so clipping or rotating brushes does not change a brush's size as one expects.

Diagonal walls will always be ignored, as it will take the furthest out corners of the diagonal walls and create one huge box around all of it. That box will be your brush entity.

If you need a large diagonal brush, you must create multiple small square entities aligned diagonally.

Keyvalues


NavBlocker:
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 series, Terrorists Counter-Strike: Source Counter-Strike: Global Offensive
  • 3 : Blue Team Fortress 2, Infected Left 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:Don't block the only path to the level's goal or flow won't be computed properly
Recheck Breakables <boolean> (only in Counter-Strike: Source) Obsolete
Deprecated. Appears to respond to any changes to breakables, even though aBlockNav/UnblockNavinput is fired anyways from the breakable prop anyway.


Start Disabled (StartDisabled) <boolean> (not in Left 4 Dead series) !FGD
If set to false nav areas will be blocked right after spawning.

Inputs


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

See also