func_nav_blocker
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(only in )([todo internal name (i)])
<boolean>- 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.