Func nav attribute region: Difference between revisions

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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 game ends!}}
{{note|Attributes set will persists when a round ends!}}


==Keyvalues==
==Keyvalues==

Revision as of 12:59, 24 August 2021

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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. TheFINALEattribute.

Tip.pngTip:In Left 4 Dead 2, Attributes are automatically applied after this entity spawns in, which is also every new round.
Note.pngNote:Attributes set will persists when a round ends!

Keyvalues

Flags

Inputs

Outputs

See Also