Func nav attribute region: Difference between revisions
		
		
		
		
		
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 Tip:In
Tip:In  , Attributes are automatically applied after this entity spawns in, which is also every new round.
, Attributes are automatically applied after this entity spawns in, which is also every new round.
 Note:Attributes set will persist when a round ends!
Note:Attributes set will persist when a round ends!
 Note:In
Note:In  , these values are also usable with the spawn attribute methods found in the
, these values are also usable with the spawn attribute methods found in the
		
	
| TomEdwards (talk | contribs) m (templated) | m ("persist") | ||
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| {{ | {{LanguageBar}} | ||
| {{CD|CFuncNavAttributeRegion}} | |||
| [[File:Toolstrigger.gif|left]] | |||
| {{this is a|brush entity|name=func_nav_attribute_region|series=Left 4 Dead}} It holds [[List of L4D Series Nav Mesh Attributes|nav attributes]] to be applied on regions of overlapping nav areas when a navigation mesh has ''finished generating'' with <code>nav_generate</code>/<code>nav_generate_incremental</code>. Great for attributes necessitated by large regions of nav areas; e.g. The<code>FINALE</code>attribute.   | |||
| {{Tip|In {{l4d2}}, Attributes are automatically applied after this entity spawns in, which is also every new round.}} | |||
| {{Note|Attributes set will persist when a round ends!}} | |||
| __NOTOC__ | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{ | {{KV Targetname}} | ||
| {{KV|Precise|intn=precise|choices|only=l4d2}} | |||
| == | {{KV|Crouch|intn=crouch|choices||only=l4d2}} | ||
| {{KV|Stairs|intn=stairs|choices|only=l4d2}} | |||
| {{KV|Tank Only|intn=tank_only|choices|only=l4d2}} | |||
| {{KV|Mob Only|intn=mob_only|choices|If either of the above 5 are enabled, their respective [[List_of_L4D_Series_Nav_Mesh_Attributes|nav attributes]] will also be applied. | |||
| :* 0 : Off | |||
| :* 1 : On | |||
| |only=l4d2}} | |||
| {{KV|Remove Attributes|intn=remove_attributes|integer|Remove attributes from nav areas instead of applying them.|only=l4d2}} | |||
| ==Inputs== | ==Inputs== | ||
| {{I  | {{I|ApplyNavAttributes|Reapply, or remove if the keyvalue was set, the nav attributes for nav meshes covered by its volume. {{bug|Doesn't work in {{l4d|4}}}}}} | ||
| == | ==Flags== | ||
| {{ | {{Fl|2|<code>EMPTY</code>}} | ||
| {{Fl|4|<code>STOP_SCAN</code>|nofgd=1}} | |||
| {{Fl|32|<code>BATTLESTATION</code>}} | |||
| {{Fl|64|<code>FINALE</code>}} | |||
| {{Fl|128|<code>PLAYER_START</code> (Mission start)}} | |||
| {{Fl|256|<code>BATTLEFIELD</code>}} | |||
| {{Fl|1024|<code>NOT_CLEARABLE</code>}} | |||
| {{Fl|2048|<code>CHECKPOINT</code>}} | |||
| {{Fl|4096|<code>OBSCURED</code>|nofgd=1}} ({{l4d}}) | |||
| {{Fl|8192|<code>NO_MOBS</code>}} | |||
| {{Fl|16384|<code>THREAT</code>|nofgd=1}} | |||
| {{Fl|32768|<code>RESCUE_VEHICLE</code>|nofgd=1}} ({{l4d}}) | |||
| {{Fl|65536|<code>RESCUE_CLOSET</code>|nofgd=1}} ({{l4d}}) | |||
| {{Fl|524288|<code>NOTHREAT</code>|only={{l4d2}}}} | |||
| {{Fl|1048576|<code>LYINGDOWN</code>|only={{l4d2}}}} | |||
| {{note|In {{l4d2}}, these values are also usable with the spawn attribute methods found in the<code>[[Left 4 Dead 2/Script Functions#Methods_14|TerrorNavArea]]</code>[[VScript]] class.}} | |||
| ==See  | ==See also== | ||
| * [[ | * [[List of L4D Series Nav Mesh Attributes]] | ||
| *  | * {{Ent|point_nav_attribute_region}} | ||
| * {{Ent|script_nav_attribute_region}} | |||
| * {{ent|func_nav_avoidance_obstacle}} | |||
Latest revision as of 13:21, 11 July 2025
|  Class hierarchy | 
|---|
| CFuncNavAttributeRegion | 
func_nav_attribute_region  is a   brush entity  available in 
 Left 4 Dead series. It holds nav attributes to be applied on regions of overlapping nav areas when a navigation mesh has finished generating with
 Left 4 Dead series. It holds nav attributes to be applied on regions of overlapping nav areas when a navigation mesh has finished generating with nav_generate/nav_generate_incremental. Great for attributes necessitated by large regions of nav areas; e.g. TheFINALEattribute. 
 Tip:In
Tip:In  , Attributes are automatically applied after this entity spawns in, which is also every new round.
, Attributes are automatically applied after this entity spawns in, which is also every new round. Note:Attributes set will persist when a round ends!
Note:Attributes set will persist when a round ends!
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Mob Only (mob_only)  <choices> (only in  ) )
- If either of the above 5 are enabled, their respective nav attributes will also be applied.
- 0 : Off
- 1 : On
 
- Remove Attributes (remove_attributes)  <integer> (only in  ) )
- Remove attributes from nav areas instead of applying them.
Inputs
- ApplyNavAttributes
- Reapply, or remove if the keyvalue was set, the nav attributes for nav meshes covered by its volume.  Bug:Doesn't work in Bug:Doesn't work in Left 4 Dead  [todo tested in ?] Left 4 Dead  [todo tested in ?]
Flags
- EMPTY: [2]
- STOP_SCAN: [4] !FGD
- BATTLESTATION: [32]
- FINALE: [64]
- PLAYER_START(Mission start) : [128]
- BATTLEFIELD: [256]
- NOT_CLEARABLE: [1024]
- CHECKPOINT: [2048]
- OBSCURED: [4096] !FGD ( ) )
- NO_MOBS: [8192]
- THREAT: [16384] !FGD
- RESCUE_VEHICLE: [32768] !FGD ( ) )
- RESCUE_CLOSET: [65536] !FGD ( ) )
 Note:In
Note:In  , these values are also usable with the spawn attribute methods found in the
, these values are also usable with the spawn attribute methods found in theTerrorNavAreaVScript class.

























