point_nav_attribute_region
class hierarchy |
---|
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.
Note:Attributes set will persists when a round ends!
Contents
Keyvalues
- Mins
(mins)
<vector>
- Maxs
(maxs)
<vector>
An outlined box is displayed in Hammer when Mins/Maxs are specified.
NavAttributeRegion:
- Mob Only
(mob_only)
<choices> (only in ) - If either of the above 5 are enabled, their respective nav attributes will also be applied.
- 0 : Off
- 1 : On
- Remove Attributes
(remove_attributes)
<integer> (only in ) - Remove attributes from nav areas instead of applying them.
Flags
Effects of these attributes are found at the List of L4D Series Nav Mesh Attributes page.
NavAttributeRegion:
- [
2
] :EMPTY
- [
4
] :STOP_SCAN
!FGD
- [
32
] :BATTLESTATION
- [
64
] :FINALE
- [
128
] :PLAYER_START
(Mission start)
- [
256
] :BATTLEFIELD
- [
1024
] :NOT_CLEARABLE
- [
2048
] :CHECKPOINT
- [
4096
] :OBSCURED
!FGD ()
- [
8192
] :NO_MOBS
- [
16384
] :THREAT
!FGD
- [
32768
] :RESCUE_VEHICLE
!FGD ()
- [
65536
] :RESCUE_CLOSET
!FGD ()
Note:In , these values are also usable with the spawn attribute methods found in the
TerrorNavArea
VScript class.
Inputs
NavAttributeRegion:
ApplyNavAttributes
- Reapply, or remove if the keyvalue was set, the nav attributes for nav meshes covered by its volume. Bug:Doesn't work in Left 4 Dead