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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{{Tip|In {{l4d2}}, Attributes are automatically applied after this entity spawns in, which is also every new round.}}  | {{Tip|In {{l4d2}}, Attributes are automatically applied after this entity spawns in, which is also every new round.}}  | ||
{{Note|Attributes set will   | {{Note|Attributes set will persist when a round ends!}}  | ||
__NOTOC__  | __NOTOC__  | ||
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==Inputs==  | ==Inputs==  | ||
{{  | {{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==  | ==Flags==  | ||
Latest revision as of 12:21, 11 July 2025
| 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. TheFINALEattribute. 
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 
 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 (
)
TerrorNavAreaVScript class.