Func nav attribute region: Difference between revisions

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m (The entity applying attributes on spawn in L4D2 is confirmed.)
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{{lang|Func_nav_attribute_region}}
{{lang|Func_nav_attribute_region}}
{{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}}
{{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.


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.

Revision as of 00:34, 14 August 2021

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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.

This can lighten nav editing workload, mostly in applying attributes to large regions of nav areas. e.g. TheFINALEattribute.

Note.pngNote:Attributes set will persists when a game ends!
Warning.pngWarning:In Left 4 Dead, Attributes will only be applied when generating a navigation mesh, not on spawn.

Keyvalues

Flags

Inputs

Outputs

See Also