Func nav attribute region: Difference between revisions
Jump to navigation
Jump to search
Note:Attributes set will persists when a game ends!
m (Added info about the entity in L4D.) |
(reworked the introduction to not be too long-winded; added {{confirm}} tag since the most recent edit suggests there's been misinformation here) |
||
Line 1: | Line 1: | ||
{{lang|Func_nav_attribute_region}} | {{lang|Func_nav_attribute_region}} | ||
{{l4d series brush|func_nav_attribute_region}} It holds attributes | {{l4d series brush|func_nav_attribute_region}} It holds [[List_of_L4D_Series_Nav_Mesh_Attributes|nav attributes]] that's to be applied to regions of nav areas that it overlaps. All attributes are automatically applied after this entity spawns in every new round.{{confirm}} | ||
This | This can lighten nav editing workload, mostly in applying attributes to large regions of nav areas. e.g. The<code>FINALE</code>attribute. | ||
{{note|Attributes set will persists when a game ends!}} | {{note|Attributes set will persists when a game ends!}} | ||
{{warning|In {{l4d}}, Attributes will only be applied when generating a navigation mesh, not on spawn.}}{{confirm|Verify this in {{l4d2}}}} | |||
{{ | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 03:45, 12 August 2021
Template:L4d series brush It holds nav attributes that's to be applied to regions of nav areas that it overlaps. All attributes are automatically applied after this entity spawns in every new round.[confirm]
This can lighten nav editing workload, mostly in applying attributes to large regions of nav areas. e.g. TheFINALE
attribute.
