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func_nav_blocker

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Class hierarchy
CFuncNavBlocker
CBaseEntity
nav_entities.cpp
Toolstrigger.gif

func_nav_blocker is a brush entity available in all Source Source games since Left 4 Dead Left 4 Dead. It is also in Team Fortress 2 Team Fortress 2 and Black Mesa Black Mesa. 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: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 or target).
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.
  • -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: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 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

BlockNav
Starts blocking nav areas.
UnblockNav
Stops blocking nav areas.
Kill
Will unblock nav areas before killing the nav blocker

See also