func_nav_blocker
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Class hierarchy |
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CFuncNavBlocker |
nav_entities.cpp |
func_nav_blocker
is a brush entity available in all Source games since Left 4 Dead. It is also in Team Fortress 2 and Black Mesa. It blocks nav areas touching its AABB to restrict NPCs / Bots from crossing over it.
Warning:This entity applies its effect based on its AABB instead of its brush model.
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
- Team(s) to block (teamToBlock) <choices>
- Team this entity should block.
- Affects Flow? (affectsFlow) <boolean> (only in )
- Does this Nav Blocker block flow in the level? Only Nav Blocker with this enabled will cause flow recomputation on blocking/unblocking.
- Important: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
Recheck Breakables ([todo internal name (i)]) <boolean>(only in )- Deprecated.
Appears to respond to any changes to breakables, even though aBlockNav
/UnblockNav
input is fired anyways from the breakable prop anyway.
- Start Disabled (StartDisabled) <boolean> (not in ) !FGD
- If set to false nav areas will be blocked right after spawning.
Inputs
- BlockNav
- Starts blocking nav areas.
- UnblockNav
- Stops blocking nav areas.
- Kill
- Will unblock nav areas before killing the nav blocker
See also
- script_nav_blocker - VScript catered version of func_nav_blocker.