Script nav attribute region: Difference between revisions
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Note:Attributes set will persists when a round ends!
Note:Other
(page created for this script entity, added @ TLS update) |
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{{Ent not in fgd|nolink=1|because=[[ | {{Ent not in fgd|nolink=1|because=[[func_nav_attribute_region]] already exists as a more accessible option}} | ||
{{CD|CScriptNavAttributeRegion}} | |||
{{this is a|point entity|name=script_nav_attribute_region|game=Left 4 Dead 2}} It's the {{ent|func_nav_attribute_region}} brush entity but just retinkered for VScripts. Applies nav attributes to overlapping nav areas when it spawns in or nav is being generated, just like its brush entity version. | |||
In [[L4D2_EMS/Appendix:_Entity_Groups|Entity Group]] scripts by Valve (especially Holdout), {{ent|point_nav_attribute_region}} is seen used in place of script_nav_attribute_region, but its only because this entity didn't exist before The Last Stand update, so it's not strange to use this entity. | |||
In | |||
When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_attribute_region entities are converted to script_nav_attribute_region. | When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]], func_nav_attribute_region entities are converted to script_nav_attribute_region. | ||
{{note|Attributes set will persists when a round ends!}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV ScriptBrushBase}} | {{KV ScriptBrushBase}} | ||
{{OtherKIO|func_nav_attribute_region}} | |||
{{ | |||
==See | ==See also== | ||
*[[Navigation Mesh Attributes (L4D)]] | * [[Navigation Mesh Attributes (L4D)]] | ||
*[[Navigation Meshes (L4D)]] | * [[Navigation Meshes (L4D)]] | ||
* | * {{ent|func_nav_attribute_region}} | ||
* | * {{ent|point_nav_attribute_region}} |
Latest revision as of 02:13, 4 August 2024

This entity is not in the FGD by default.
It should not be put directly in a map because func_nav_attribute_region already exists as a more accessible option.
It should not be put directly in a map because func_nav_attribute_region already exists as a more accessible option.
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CScriptNavAttributeRegion |
script_nav_attribute_region
is a point entity available in Left 4 Dead 2. It's the func_nav_attribute_region brush entity but just retinkered for VScripts. Applies nav attributes to overlapping nav areas when it spawns in or nav is being generated, just like its brush entity version.
In Entity Group scripts by Valve (especially Holdout), point_nav_attribute_region is seen used in place of script_nav_attribute_region, but its only because this entity didn't exist before The Last Stand update, so it's not strange to use this entity.
When compiling Entity Groups, func_nav_attribute_region entities are converted to script_nav_attribute_region.

Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Bounding Box Extents (extent) <vector>
- Controls the size of the bounding box. If mins/maxs were usable here instead then
mins -100 -100 -100
andmaxs 100 100 100
would be equivalent toextent 100 100 100
.See also: Image at bounding box page
- Origin (origin) <vector>
- Center of the bounding box specified by the extent
- Angles (angles) <vector>
- Angles of the bounding box specified by the extent

Keyvalues / Inputs / Outputs
are same as func_nav_attribute_region.