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Looking around the tutorial_standards.vmf level in Hammer, you may have noticed that some of the brushes placed do not actually render in the game version of the level.
Similar to the trigger_changelevel brush that you created in the checkpoint tutorial, all trigger brush entities are invisible in the game.
There are also clip brushes that can block survivors and infected.
You can use these to cover geometry that players can get stuck on. The railings for the stairs in tutorial_standards.vmf are a good example of this.
To make a clip brush, simply create a brush and attach the tools/toolsclip texture to it.
Brushes with this texture applied to them will block all players, npc's, and physics objects. They will not block bullets.
You can also just block players by using the tools/toolsplayerclip texture.
This is handy for above walls and fences that you want infected to climb over but you don't want players to accidentally get knocked over.
The exterior area shown here from tutorial_standards.vmf is a good example of this.
Sometimes, you may want to block the nav mesh without adding a clip
brush. You might even want to block the nav for just survivor bots or
just infected. You can use a brush entity called a func_nav_blocker to block the nav.
In the tutorial_standards map, a func_nav_blocker brush entity has been used to keep the survivor bots from trying to use the ladder nav before the ladder has been raised.
To create a func_nav_blocker:
func_nav_blocker".
You can also unblock the nav that a func_nav_blocker is blocking by sending an input to it.
Add an output with the following:
Source http://developer.valvesoftware.com/wiki/Main_Page
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