Func nav attribute region: Difference between revisions
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Note:Attributes set will persists when a game ends!
(reworked the introduction to not be too long-winded; added {{confirm}} tag since the most recent edit suggests there's been misinformation here) |
m (The entity applying attributes on spawn in L4D2 is confirmed.) |
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Line 4: | Line 4: | ||
This can lighten nav editing workload, mostly in applying attributes to large regions of nav areas. e.g. The<code>FINALE</code>attribute. | 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. | {{warning|In {{l4d}}, Attributes will only be applied when generating a navigation mesh, not on spawn.}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 21:59, 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.
