Func nav attribute region: Difference between revisions

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m (Summary of entity edited, and made the page use the right template settings + import new template)
m (description altered, note about attributes persisting)
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{{l4d2 brush|func_nav_attribute_region}} It holds attributes to be applied to regions of nav areas covered by it, which is very helpful in eliminating tedious navigation mesh editing work, especially applying attributes that require a mass amount of nav areas to have it, like the<code>FINALE</code>attribute. Attributes are automatically applied once after this entity spawns in every new round.
{{l4d2 brush|func_nav_attribute_region}} It holds attributes, including ones inaccessible while Navigation Mesh editing, to be applied to regions of nav areas covered by it. All attributes are automatically applied once after this entity spawns in every new round.
 
This is very helpful in eliminating tedious navigation mesh editing work, especially applying attributes that require a mass amount of nav areas to contain it, like the<code>FINALE</code>attribute.
{{note|Attributes set will persists when a game ends!}}


==Keyvalues==
==Keyvalues==

Revision as of 12:41, 9 April 2021

Template:L4d2 brush It holds attributes, including ones inaccessible while Navigation Mesh editing, to be applied to regions of nav areas covered by it. All attributes are automatically applied once after this entity spawns in every new round.

This is very helpful in eliminating tedious navigation mesh editing work, especially applying attributes that require a mass amount of nav areas to contain it, like theFINALEattribute.

Note.pngNote:Attributes set will persists when a game ends!

Keyvalues

Flags

Inputs

Outputs

See Also