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 round ends!
m (intro; moving the warning into the main article since both games support applying attributes on a nav_generate) |
m (minor) |
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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 persists when a | {{note|Attributes set will persists when a round ends!}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 12:59, 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.


