Func nav attribute region: Difference between revisions
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Note:Attributes set will persists when a game ends!
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{{lang|Func_nav_attribute_region}} | |||
{{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. | {{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. | ||
Revision as of 01:16, 14 June 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 theFINALE
attribute.
