script_nav_attribute_region
This entity is not in the FGD by default.
It should not be put directly in a map because func_nav_attribute_region already exists as a more accessible option.
It should not be put directly in a map because func_nav_attribute_region already exists as a more accessible option.
Class hierarchy |
---|
CScriptNavAttributeRegion |
script_nav_attribute_region
is a point entity available in Left 4 Dead 2. It's the func_nav_attribute_region
brush entity but just retinkered for VScripts. Applies nav attributes to overlapping nav areas when it spawns in or nav is being generated, just like its brush entity version.
In Entity Group scripts by Valve (especially Holdout), point_nav_attribute_region
is seen used in place of script_nav_attribute_region, but its only because this entity didn't exist before The Last Stand update, so it's not strange to use this entity.
When compiling Entity Groups, func_nav_attribute_region entities are converted to script_nav_attribute_region.
Note:Attributes set will persists when a round ends!
Keyvalues
- Name
(targetname)
<string> - 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
- Bounding Box Extents
(extent)
<vector> - Controls each 'radius' of the bounding box. X is half the width, Y is half the height and Z is half the length.
- Origin
(origin)
<vector> - Center of the bounding box specified by extent
- Angles
(angles)
<vector> - Angles of the bounding box specified by extent
Note:Other
Keyvalues / Inputs / Outputs
are same as func_nav_attribute_region
.