point_nav_attribute_region

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Left 4 Dead 2 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.png Note: Attributes set will persists when a round ends!
Class Info Tab

Keyvalues


NavAttributeRegion:
Precise (precise) <choices> (only in Left 4 Dead 2)
Crouch (crouch) <choices> (only in Left 4 Dead 2)
Stairs (stairs) <choices> (only in Left 4 Dead 2)
Tank Only (tank_only) <choices> (only in Left 4 Dead 2)
Mob Only (mob_only) <choices> (only in Left 4 Dead 2)
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 Left 4 Dead 2)
Remove attributes from nav areas instead of applying them.

Base:
Collisions (solid) <choices>
Method of collision for this entity.


Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Thinker function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!


Flags

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 (Left 4 Dead)
  •  [8192] : NO_MOBS
  •  [16384] : THREAT !FGD
  •  [32768] : RESCUE_VEHICLE !FGD (Left 4 Dead)
  •  [65536] : RESCUE_CLOSET !FGD (Left 4 Dead)
  •  [524288] : NOTHREAT (only in Left 4 Dead 2)
  •  [1048576] : LYINGDOWN (only in Left 4 Dead 2)
Note.png Note: In Left 4 Dead 2, these values are also usable with the spawn attribute methods found in theTerrorNavAreaVScript class.


Inputs


NavAttributeRegion:
ApplyNavAttributes
Reapply, or remove if the keyvalue was set, the nav attributes for nav meshes covered by its volume.
Warning.png Warning: In Left 4 Dead, this is <Obsolete>.

Base:
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax: 

ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.

Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

See Also