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Tutorial: How to use the nav_blocker

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Hello fellow mappers!

As you might or might not have noticed, the recent 1.07.9 update introduced a brush entity called http://www.nomoreroominhell.com/wiki/Nav_Blocker_Setup'>func_nav_blocker. For those of you who never heard of it, let me tell you this: it's kind of a big deal.

Why? What does it do?

It can toggle the nav areas in it's volume on and off and thus forcing the AI to recalculate their routes. That means they won't just take the shortest route and run against an obstacle (a closed door for instance).

Wow that's so cool, how do I use it?

You place a brush entity called "func_nav_blocker" where you want to manipulate the nav areas. The entity has two inputs of interest: "BlockNav" and "Unblockav". Use those two to toggle the areas in its volume on and off.

Anything else I should know?

Yes. You might want to be careful which areas you toggle. It will manipulate all the areas that touch the entity, no matter how big they are. If you disable a nav area with zombies currently inside of it, they might get stuck and won't find a way out. To see what areas are affected, load up your map, and type this in console: "sv_cheats 1; nav_edit 1".

Disabled nav_areas will be marked by a teal square as shown here:


Tip: an useful tool to cut a big nav area into smaller ones is "nav_split". Always remember to nav_save and nav_analyze after modifying the mesh.

I guess that's all there is to know. I made https://dl.dropboxusercontent.com/u/1676604/nav_blocker.zip'>this test map (nav and vmf included) just in case you want to see a live example.

Have fun!

Edited by durkhaz~

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