Point nav attribute region: Difference between revisions
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Note:Attributes set will persists when a round ends!
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Thunder4ik (talk | contribs) m (→See also: Unicodifying, replaced: See Also → See also) |
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{{I NavAttributeRegion}} | {{I NavAttributeRegion}} | ||
==See | ==See also== | ||
*[[Navigation Mesh Attributes (L4D)]] | *[[Navigation Mesh Attributes (L4D)]] | ||
*[[Navigation Meshes (L4D)]] | *[[Navigation Meshes (L4D)]] | ||
*[[func_nav_attribute_region]] | *[[func_nav_attribute_region]] | ||
*[[script_nav_attribute_region]] | *[[script_nav_attribute_region]] |
Revision as of 11:53, 8 January 2024
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CFuncNavAttributeRegion |
point_nav_attribute_region
is a point entity available in Left 4 Dead 2. The point entity version of func_nav_attribute_region. Like its brush entity version, it applies nav attributes to overlapping nav areas when it spawns in or the nav is being generated.
In VScripting, this entity may be seen in Entity Group scripts by Valve (especially Holdout), but is now less relevant since script_nav_attribute_region now exists after The Last Stand update.

Keyvalues
- Mins (mins) <vector>
- Maxs (maxs) <vector>
An outlined box is displayed in Hammer when Mins/Maxs are specified.