func_nav_prerequisite

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func_nav_prerequisite is a brush entity available in Team Fortress 2 Team Fortress 2. It is also available in Black Mesa Black Mesa. It is a trigger volume that requires bots to do perform a task before they can move through it.

Note.pngNote:func_nav_prerequisite triggers are only registered by the Navmesh on round start. To register them late, the following VScript snippet can be used to force a nav mesh update.
RegisterScriptGameEventListener("round_start")
SendGlobalGameEvent("round_start", {})

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

Task (task) <choices>
What must be done to move through this volume
  • 1 : Destroy Entity (Value = max range to attack from. -1 for no range restriction)
Icon-Bug.pngBug:In Team Fortress 2, this task does not function.
Confirm:Also for Black Mesa Black Mesa ?
  [todo tested in?]
  • 2 : Move to Entity
  • 3 : Wait (Value = seconds to wait)
Task Entity (entity) <targetname>
The subject entity of the Task.
Task Value (value) <float>
A Task-specific value.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Flags

BaseTrigger
  •  Everything (not including physics debris) : [64]
  •  Clients (Survivors, Special Infected, Tanks Left 4 Dead series) : [1]

  •  Only clients in vehicles : [32]

  •  Only clients *not* in vehicles : [512]

  •  Disallow Bots (removed since Left 4 Dead) : [4096]
  •  NPCs (Common Infected, Witches Left 4 Dead series) : [2]

  •  Only NPCs in vehicles (respects player ally flag) : [2048]
  •  Physics Objects (not including physics debris) : [8]

  •  Physics debris (include also physics debris) : [1024]


Inputs

BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Team Fortress 2Source 2013 Multiplayer)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

BaseTrigger
OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]


OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.

See also

  • func_nav_prefer, which influences bots to prefer this region by decreasing the pathfinding cost within it.
  • func_nav_avoid, which influences bots to avoid this region by increasing the pathfinding cost within it.