Func nav attribute region: Difference between revisions
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Tip:In
, 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:In
, these values are also usable with the spawn attribute methods found in the
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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 | {{KV Targetname}} | ||
{{KV | {{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
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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
nav_generate
/nav_generate_incremental
. Great for attributes necessitated by large regions of nav areas; e.g. TheFINALE
attribute.



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
- 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
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 ()


TerrorNavArea
VScript class.