Grimwar/Entities/func team barrier
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_teamsAllowed 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_interactionProjectile 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_disabledStart Disabled |
false |
If true, this barrier starts disabled and does not block anyone. |
visual_enabledVisual Enabled |
true |
If true, show the barrier visual while the barrier is enabled. |
ignore_nav_meshIgnore 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.