Func nav attribute region: Difference between revisions
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Note:Attributes set will persists when a game ends!
Bug:
The attributes will only be applied when generating a NAV mesh, they won't apply when the brush is spawned in game or when using the ApplyNAVAttributes input. [todo tested in ?]
1416006136 (talk | contribs) mNo edit summary |
m (Added info about the entity in L4D.) |
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{{lang|Func_nav_attribute_region}} | {{lang|Func_nav_attribute_region}} | ||
{{ | {{l4d series 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. | 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!}} | {{note|Attributes set will persists when a game ends!}} | ||
{{bug|{{l4d}} The attributes will only be applied when generating a NAV mesh, they won't apply when the brush is spawned in game or when using the ApplyNAVAttributes input.}} | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 21:06, 11 August 2021
Template:L4d series 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.


