Func nav attribute region: Difference between revisions

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==See Also==
==See Also==
*[[Navigation Mesh Attributes (L4D)]]
* [[List of L4D Series Nav Mesh Attributes]]
*[[Navigation Meshes (L4D)]]
* [[point_nav_attribute_region]]
*[[point_nav_attribute_region]]
* [[script_nav_attribute_region]]
*[[script_nav_attribute_region]]

Revision as of 10:08, 31 October 2022

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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

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Inputs

See Also