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Grimwar/Entities/func team barrier

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All entities

Allow selected teams through a barrier.

Placement: Oriented volume.

Set it up

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.

Settings

These are the initial authoring values. Script inputs and runtime state are listed separately below.

Setting Default Meaning and choices
allowed_teams
Allowed Teams
Union (4) Teams that can pass through this barrier. Teams outside this mask are blocked. Choices: None (0), Spectate (1), Order (2), Union (4), All (7).
projectile_interaction
Projectile Interaction
Pass Through (0) How projectiles interact with this barrier. Pass Through lets every team shoot through while movement remains team-gated. Choices: Pass Through (0), Block Teams Denied Movement (1), Block All (2).
start_disabled
Start Disabled
false If true, this barrier starts disabled and does not block anyone.
visual_enabled
Visual Enabled
true If true, show the barrier visual while the barrier is enabled.
ignore_nav_mesh
Ignore Nav Mesh
true Exclude this entity from navigation-mesh building. This does not disable its gameplay collision.

VSig contract

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 Read the reference for arguments, authority, and common controls.

Kind Member Value Authority / access
Input disable none Server
Input enable none Server
Input kill none Server
Input set_allowed_teams enum Server
Input set_projectile_interaction enum Server
Input set_visual_enabled bool Server
Input toggle none Server
Output disabled none Server
Output enabled none Server
Output killed none Server
Property allowed_teams TeamMask Server; read/write
Property is_enabled bool Server; read/write
Property projectile_interaction ProjectileInteractionMode Server; read/write
Property visual_enabled bool Server; read/write

This entity supports operational enable/disable. Repeating the current state does not emit another transition. kill is permanent for this map load.