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!
Thunder4ik (talk | contribs) m (Unicodifying, replaced: See Also → See also, {{language subpage → {{langsp) |
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{{this is a| | {{this is a|brush entity|name=func_nav_attribute_region|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.}} | {{Tip|In {{l4d2}}, Attributes are automatically applied after this entity spawns in, which is also every new round.}} |
Revision as of 17:50, 17 May 2024
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CFuncNavAttributeRegion |
func_nav_attribute_region
is a brush entity available in Left 4 Dead series. 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