Func nav attribute region: Difference between revisions
Jump to navigation
Jump to search
Tip:In
, Attributes are automatically applied after this entity spawns in, which is also every new round.
Note:Attributes set will persists when a round ends!
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
Thunder4ik (talk | contribs) m (Unicodifying, replaced: See Also → See also, {{language subpage → {{langsp) |
||
Line 1: | Line 1: | ||
<!-- When this page is updated to {{langsp}} or {{ | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->__NOTOC__ | ||
{{lang}}{{CD|CFuncNavAttributeRegion}} | {{lang}}{{CD|CFuncNavAttributeRegion}} | ||
[[File:Toolstrigger.gif|left]] | [[File:Toolstrigger.gif|left]] | ||
Line 17: | Line 17: | ||
{{Fl NavAttributeRegion}} | {{Fl NavAttributeRegion}} | ||
==See | ==See also== | ||
* [[List of L4D Series Nav Mesh Attributes]] | * [[List of L4D Series Nav Mesh Attributes]] | ||
* {{Ent|point_nav_attribute_region}} | * {{Ent|point_nav_attribute_region}} | ||
* {{Ent|script_nav_attribute_region}} | * {{Ent|script_nav_attribute_region}} |
Revision as of 09:35, 8 January 2024
![]() |
---|
CFuncNavAttributeRegion |
func_nav_attribute_region
is an e2 available in Left 4 Dead series. 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. TheFINALE
attribute.



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