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 persists when a game ends!
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m (intro; moving the warning into the main article since both games support applying attributes on a nav_generate) |
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{{lang|Func_nav_attribute_region}} | {{lang|Func_nav_attribute_region}} | ||
{{l4d series brush|func_nav_attribute_region}} It holds [[List_of_L4D_Series_Nav_Mesh_Attributes|nav attributes]] | {{l4d series brush|func_nav_attribute_region}} 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 persists when a game ends!}} | {{note|Attributes set will persists when a game ends!}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 11:51, 24 August 2021
Template:L4d series brush 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.


