Func nav attribute region: Difference between revisions

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m (Swapped order of KV BaseEntity and KV NavAttributeRegion)
m (Summary of entity edited, and made the page use the right template settings + import new template)
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{{l4d2 brush|func_nav_attribute_region}} It holds attributes to be applied to regions of nav areas covered by it. Attributes are automatically applied once after this entity spawns.
{{l4d2 brush|func_nav_attribute_region}} It holds attributes to be applied to regions of nav areas covered by it, which is very helpful in eliminating tedious navigation mesh editing work, especially applying attributes that require a mass amount of nav areas to have it, like the<code>FINALE</code>attribute. Attributes are automatically applied once after this entity spawns in every new round.


==Keyvalues==
==Keyvalues==
{{KV NavAttributeRegion}}
{{KV NavAttributeRegion}}
{{KV BaseEntity|l4d2}}
{{KV BaseEntity|l4d2=1|brush=1}}


==Flags==
==Flags==
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==Inputs==
==Inputs==
{{IO|ApplyNavAttributes|Reapply / Remove the attributes for nav meshes covered by its volume.}}
{{I NavAttributeRegion}}
{{I BaseEntity|l4d2}}
{{I BaseEntity|l4d2=1|brush=1}}


==Outputs==
==Outputs==
{{O BaseEntity|l4d2}}
{{O BaseEntity|l4ds=1}}


==See Also==
==See Also==
*[[Navigation Mesh Attributes (L4D)]]
*[[Navigation Mesh Attributes (L4D)]]
*[[Navigation Meshes (L4D)]]
*[[Navigation Meshes (L4D)]]
*[[point_nav_attribute_region]]
*[[script_nav_attribute_region]]

Revision as of 16:43, 31 March 2021

Template:L4d2 brush It holds attributes to be applied to regions of nav areas covered by it, which is very helpful in eliminating tedious navigation mesh editing work, especially applying attributes that require a mass amount of nav areas to have it, like theFINALEattribute. Attributes are automatically applied once after this entity spawns in every new round.

Keyvalues

Flags

Inputs

Outputs

See Also