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.
class hierarchy |
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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 keyvaluesmins
andmaxs
still 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
ortarget
).
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: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.