Func nav attribute region: Difference between revisions

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{{lang|Func_nav_attribute_region}}
{{LanguageBar}}
{{l4d series brush|func_nav_attribute_region}} It holds [[List_of_L4D_Series_Nav_Mesh_Attributes|nav attributes]] that's to be applied to regions of nav areas that it overlaps. All attributes are automatically applied after this entity spawns in every new round.
{{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.  


This can lighten nav editing workload, mostly in applying attributes to 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 persists when a game ends!}}
{{Note|Attributes set will persist when a round ends!}}
{{warning|In {{l4d}}, Attributes will only be applied when generating a navigation mesh, not on spawn.}}
__NOTOC__


==Keyvalues==
==Keyvalues==
{{KV NavAttributeRegion}}
{{KV Targetname}}
{{KV BaseEntity|l4d2=1|brush=1}}
{{KV|Precise|intn=precise|choices|only=l4d2}}
 
{{KV|Crouch|intn=crouch|choices||only=l4d2}}
==Flags==
{{KV|Stairs|intn=stairs|choices|only=l4d2}}
{{Fl NavAttributeRegion}}
{{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 NavAttributeRegion}}
{{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}}}}}}
{{I BaseEntity|l4d2=1|brush=1}}


==Outputs==
==Flags==
{{O BaseEntity|l4ds=1}}
{{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 Also==
==See also==
*[[Navigation Mesh Attributes (L4D)]]
* [[List of L4D Series Nav Mesh Attributes]]
*[[Navigation Meshes (L4D)]]
* {{Ent|point_nav_attribute_region}}
*[[point_nav_attribute_region]]
* {{Ent|script_nav_attribute_region}}
*[[script_nav_attribute_region]]
* {{ent|func_nav_avoidance_obstacle}}

Latest revision as of 13:21, 11 July 2025

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C++ Class hierarchy
CFuncNavAttributeRegion
CBaseEntity
Toolstrigger.gif

func_nav_attribute_region is a brush entity available in Left 4 Dead seriesLeft 4 Dead series 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.pngTip:In Left 4 Dead 2, Attributes are automatically applied after this entity spawns in, which is also every new round.
Note.pngNote: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. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Precise (precise) <choices> (only in Left 4 Dead 2)
Crouch (crouch) <choices> (only in Left 4 Dead 2)
Stairs (stairs) <choices> (only in Left 4 Dead 2)
Tank Only (tank_only) <choices> (only in Left 4 Dead 2)
Mob Only (mob_only) <choices> (only in Left 4 Dead 2)
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 Left 4 Dead 2)
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.
Icon-Bug.pngBug:Doesn't work in Left 4 Dead 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 (Left 4 Dead)
NO_MOBS : [8192]
THREAT : [16384] !FGD
RESCUE_VEHICLE : [32768] !FGD (Left 4 Dead)
RESCUE_CLOSET : [65536] !FGD (Left 4 Dead)
NOTHREAT : [524288] (only in Left 4 Dead 2)
LYINGDOWN : [1048576] (only in Left 4 Dead 2)
Note.pngNote:In Left 4 Dead 2, these values are also usable with the spawn attribute methods found in theTerrorNavAreaVScript class.

See also