script_nav_blocker

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.
C++ class hierarchy
CScriptNavBlocker
CFuncNavBlocker
CBaseEntity

script_nav_blocker is a point entity available in Left 4 Dead 2 Left 4 Dead 2. Its a func_nav_blocker, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to func_nav_blocker is applicable to script_nav_blocker. Since its a brush entity technically, using the keyvaluesminsandmaxsstill works.

When compiling Entity Groups, func_nav_blocker entities are converted to script_nav_blocker.

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
Bounding Box Extents (extent) <vector>
Controls the size of the bounding box. If mins/maxs were usable here instead then mins -100 -100 -100 and maxs 100 100 100 would be equivalent to extent 100 100 100.
See also: Image at bounding box page
Origin (origin) <vector>
Center of the bounding box specified by the extent
Angles (angles) <vector>
Angles of the bounding box specified by the extent
Tip.pngTip:Using angles other than 0 0 0 is pointless. AABB is used to block nav areas
Team(s) to block (teamToBlock) <choices>
Team this entity should block.
  • -1 : Everyone
  • 2 : Survivors
  • 3 : Infected
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.
Icon-Important.pngImportant:If this is true, don't block the only path to the level's goal with it, otherwise the flow won't be computed properly.

Inputs

BlockNav
Starts blocking nav areas.
UnblockNav
Stops blocking nav areas.

See Also