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	<id>https://developer.vellocetsoftware.com/index.php?action=history&amp;feed=atom&amp;title=Grimwar%2FEntities%2Ffunc_team_barrier</id>
	<title>Grimwar/Entities/func team barrier - Revision history</title>
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	<updated>2026-10-21T20:39:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://developer.vellocetsoftware.com/w/index.php?title=Grimwar/Entities/func_team_barrier&amp;diff=228&amp;oldid=prev</id>
		<title>DocumentationBot: Version 1</title>
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		<updated>2026-10-01T04:13:05Z</updated>

		<summary type="html">&lt;p&gt;Version 1&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{GameNav}}&lt;br /&gt;
&lt;br /&gt;
[[Grimwar/Entities|All entities]]&lt;br /&gt;
&lt;br /&gt;
{{Entity icon|func_team_barrier|section}}&lt;br /&gt;
&lt;br /&gt;
Allow selected teams through a barrier.&lt;br /&gt;
&lt;br /&gt;
Placement: Oriented volume.&lt;br /&gt;
&lt;br /&gt;
== Set it up ==&lt;br /&gt;
&lt;br /&gt;
Allowed Teams controls movement. Projectile Interaction separately controls whether shots pass through, are blocked for denied teams, or are all blocked. Visual Enabled changes presentation without changing the collision policy. Disabling the barrier lets everyone pass. Team-mask inputs accept a number or team names separated by a vertical bar; Boolean inputs accept true, false, 1, or 0.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
These are the initial authoring values. Script inputs and runtime state are listed separately below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Setting !! Default !! Meaning and choices&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;allowed_teams&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Allowed Teams || Union (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;) || Teams that can pass through this barrier. Teams outside this mask are blocked. Choices: None (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Spectate (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), Order (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;), Union (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;), All (&amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;projectile_interaction&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Projectile Interaction || Pass Through (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;) || How projectiles interact with this barrier. Pass Through lets every team shoot through while movement remains team-gated. Choices: Pass Through (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Block Teams Denied Movement (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), Block All (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;start_disabled&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Start Disabled || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || If true, this barrier starts disabled and does not block anyone.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;visual_enabled&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Visual Enabled || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || If true, show the barrier visual while the barrier is enabled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ignore_nav_mesh&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Ignore Nav Mesh || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || Exclude this entity from navigation-mesh building. This does not disable its gameplay collision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== VSig contract ==&lt;br /&gt;
&lt;br /&gt;
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See [[Grimwar/Entities#Read the reference|Read the reference]] for arguments, authority, and common controls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind !! Member !! Value !! Authority / access&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;enable&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;set_allowed_teams&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;enum&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;set_projectile_interaction&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;enum&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;set_visual_enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;disabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;killed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;allowed_teams&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;TeamMask&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;is_enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;projectile_interaction&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;ProjectileInteractionMode&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;visual_enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This entity supports operational enable/disable. Repeating the current state does not emit another transition. &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; is permanent for this map load.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimwar entities]]&lt;/div&gt;</summary>
		<author><name>DocumentationBot</name></author>
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