script_nav_blocker

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Info.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.
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 each 'radius' of the bounding box. X is half the width, Y is half the height and Z is half the length.
Origin (origin) <vector>
Center of the bounding box specified by extent
Angles (angles) <vector>
Angles of the bounding box specified by 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: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.


See Also