Func nav blocker

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

Note.png Note: The entity will NOT start to block automatically: it must first be activated with the BlockNav input.
Bug.png Bug: <Left 4 Dead 2> For navigation squares touching your Nav Blocker, if prop_door_rotating, func_physbox, etc. resides on the same squares, UnblockNav along with BlockNav inputs.

Otherwise, the console errors "Area navsquare#[ID] already blocked by a different team id. May produce flow bugs" (Which it does). You can quickly access the faulty nav square by usingnav_mark [ID]followed by nav_warp_to_mark.

Keyvalues

NavBlocker:

Team(s) to block (teamToBlock) <choices>
Team(s) this entity should block
  • -1 : Everyone
  • 2 : <Left 4 Dead><Left 4 Dead 2> Survivors, <Counter-Strike: Global Offensive> Terrorists
  • 3 : <Left 4 Dead><Left 4 Dead 2> Infected, <Counter-Strike: Global Offensive> Counter-Terrorists


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.
Warning.png Warning: <Left 4 Dead><Left 4 Dead 2> If this is active and the Nav Blocker fully blocks the path to the end goal (e.g. Saferooms), this will screw over the map's flow entirely.
Recheck Breakables <boolean> (only in <Counter-Strike: Source>) <Obsolete>
Deprecated. Appears to respond to any changes to breakables, even though aBlockNav/UnblockNav input is fired anyways from the breakable prop anyway.


Brush:

Minimum Bounding Box Size (mins) <vector> !FGD
Starting at the brush's origin, mark the maximum bounding box's corner as this far away. Requiresmaxsif used so the other side of the box isn't empty.
Maximum Bounding Box Size (maxs) <vector> !FGD
Starting at the brush's origin, mark the minimum bounding box's corner as this far away. Requiresminsif used so the other side of the box isn't empty.
Note.png Note: To translate a brush's size in Hammer to these keys, first divide the size value shown in Hammer by 2. Then, apply the result to themaxskey, and invert the number (Multiply / Divide by -1) and apply it for theminskey.
Note.png Note: If collisions is already set, it must be set back to Bounding Box (solid 2).
Collisions (solid) <choices> !FGD
Method of collision for this entity.
Model Index (modelindex) <short> !FGD
Changes the entity's model to a precached model on the map. Requires precaching models with propdata.txt, then usingcl_precacheinfo modelprecachewhile in-game to get the proper index number.
Warning.png Warning: Needs to be setup meticulously to have no crashes.

Base:

Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed usingAddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts. Format is key:value,key:value,...and so on. Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as theent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since <Left 4 Dead 2>) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Warning.png Warning: Enabled/Disabled state does not prevent blocking or unblocking NAV areas.

Inputs

NavBlocker:

BlockNav
Starts blocking nav areas.
UnblockNav
Stops blocking nav areas.
Warning.png Warning: Enabled/Disabled state, or killing the entity, does not block or unblock NAV areas. UseBlockNav/UnblockNav!

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetTeam  !FGD <Obsolete>
Deprecated. Doesn't do anything in <Left 4 Dead> <Left 4 Dead 2> or <Counter-Strike: Source>.
TeamNum  !FGD <Obsolete>
Deprecated. Doesn't do anything in <Left 4 Dead> <Left 4 Dead 2> or <Counter-Strike: Source>.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See Also