Func nav attribute region: Difference between revisions
Jump to navigation
Jump to search
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!
No edit summary |
mNo edit summary |
||
Line 1: | Line 1: | ||
{{ | {{Lang|title=func_nav_attribute_region}} | ||
{{ | {{CD|CFuncNavAttributeRegion}} | ||
{{Entity|func_nav_attribute_region|type=e2|series=Left 4 Dead}} 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 round ends!}} | ||
==Keyvalues== | ==Keyvalues== | ||
Line 17: | Line 18: | ||
==See Also== | ==See Also== | ||
* [[List of L4D Series Nav Mesh Attributes]] | * [[List of L4D Series Nav Mesh Attributes]] | ||
* | * {{Ent|point_nav_attribute_region}} | ||
* | * {{Ent|script_nav_attribute_region}} |
Revision as of 08:53, 14 February 2023
![]() |
---|
CFuncNavAttributeRegion |
Template:Entity 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.



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