Func nav attribute region: Difference between revisions

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==Keyvalues==
==Keyvalues==
{{KV NavAttributeRegion}}
{{KV NavAttributeRegion}}
{{KV BaseEntity|l4d2=1|brush=1}}
{{KV Targetname}}


==Flags==
==Flags==
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==Inputs==
==Inputs==
{{I NavAttributeRegion}}
{{I NavAttributeRegion}}
{{I BaseEntity|l4d2=1|brush=1}}
==Outputs==
{{O BaseEntity|l4ds=1}}


==See Also==
==See Also==

Revision as of 13:30, 4 October 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

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Inputs

See Also