script_nav_blocker
		
		
		
		
		
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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.
It should not be put directly in a map because func_nav_blocker already exists as a more accessible option.
| CScriptNavBlocker | 
script_nav_blocker  is a   point entity  available in 
 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>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
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 -100andmaxs 100 100 100would be equivalent toextent 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: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. : 
Important:Don't block the only path to the level's goal or flow won't be computed properly 
Inputs
- BlockNav
 - Starts blocking nav areas.
 
- UnblockNav
 - Stops blocking nav areas.