Point nav attribute region: Difference between revisions
Jump to navigation
Jump to search
Note:If you are spawning this entity through scripts, reminder it won't exist on every new round start, so the attributes must be applied manually.
Rayman1103 (talk | contribs) m (→Inputs) |
(Page templates updated to new ones, and a summary with the much needed descriptive-ness) |
||
Line 1: | Line 1: | ||
{{L4d2 point|point_nav_attribute_region}} | {{L4d2 point|point_nav_attribute_region}} The point entity version of [[func_nav_attribute_region]]. Like its brush entity version, it holds nav attributes to be applied to regions of nav areas in its volume, which is automatic on every new round start. There isn't much of any reason to use this over the brush entity, other than personal preferences though. | ||
In a scripting context, this entity may be seen in various [[L4D2_EMS/Appendix:_Entity_Groups|Entity Group]] scripts by Valve (especially Holdout), but is not as relevant anymore since [[script_nav_attribute_region]] now exists after The Last Stand update. | |||
{{note|If you are spawning this entity through scripts, reminder it won't exist on every new round start, so the attributes must be applied manually.}} | |||
[[File:Point.nav.attrib.region.main.jpg|right|200px|thumb|Class Info Tab]] | |||
== Keyvalues == | == Keyvalues == | ||
{{KV NavAttributeRegion}} | {{KV NavAttributeRegion}} | ||
{{KV BaseEntity|l4d2=1|brush=1}} | |||
== Flags == | == Flags == | ||
Line 13: | Line 15: | ||
== Inputs == | == Inputs == | ||
{{ | {{I NavAttributeRegion}} | ||
{{I | {{I BaseEntity|l4d2=1|brush=1}} | ||
== Outputs == | == Outputs == | ||
{{O | {{O BaseEntity|l4ds=1}} | ||
==See Also== | |||
*[[Navigation Mesh Attributes (L4D)]] | |||
*[[Navigation Meshes (L4D)]] | |||
*[[func_nav_attribute_region]] | |||
*[[script_nav_attribute_region]] |
Revision as of 16:48, 31 March 2021
Template:L4d2 point The point entity version of func_nav_attribute_region. Like its brush entity version, it holds nav attributes to be applied to regions of nav areas in its volume, which is automatic on every new round start. There isn't much of any reason to use this over the brush entity, other than personal preferences though.
In a scripting context, this entity may be seen in various Entity Group scripts by Valve (especially Holdout), but is not as relevant anymore since script_nav_attribute_region now exists after The Last Stand update.

Keyvalues
Flags