Func nav attribute region: Difference between revisions

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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]] to be applied on regions of overlapping nav areas when a navigation mesh has ''finished generating'' with <code>nav_generate</code>/<code>nav_generate_incremental</code>. Great for attributes necessitated by large regions of nav areas; e.g. The<code>FINALE</code>attribute.  
{{l4d series brush|func_nav_attribute_region}} It holds [[List_of_L4D_Series_Nav_Mesh_Attributes|nav attributes]] to be applied on regions of overlapping nav areas when a navigation mesh has ''finished generating'' with <code>nav_generate</code>/<code>nav_generate_incremental</code>. Great for attributes necessitated by large regions of nav areas; e.g. The<code>FINALE</code>attribute.  



Revision as of 00:17, 24 August 2022

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Template:L4d series brush It holds nav attributes to be applied on regions of overlapping nav areas when a navigation mesh has finished generating with nav_generate/nav_generate_incremental. Great for attributes necessitated by large regions of nav areas; e.g. TheFINALEattribute.

Tip.pngTip:In Left 4 Dead 2, Attributes are automatically applied after this entity spawns in, which is also every new round.
Note.pngNote:Attributes set will persists when a round ends!

Keyvalues

Flags

Inputs

Outputs

See Also