Func nav attribute region: Difference between revisions

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__NOTOC__
{{Lang|title=func_nav_attribute_region}}
{{Lang|title=func_nav_attribute_region}}
{{CD|CFuncNavAttributeRegion}}
{{CD|CFuncNavAttributeRegion}}
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==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV NavAttributeRegion}}
{{KV NavAttributeRegion}}
{{KV Targetname}}
 
==Inputs==
{{I NavAttributeRegion}}


==Flags==
==Flags==
{{Fl NavAttributeRegion}}
{{Fl NavAttributeRegion}}
==Inputs==
{{I NavAttributeRegion}}


==See Also==
==See Also==

Revision as of 07:56, 19 August 2023

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C++ Class hierarchy
CFuncNavAttributeRegion
CBaseEntity

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. 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


Inputs

Flags

See Also