script_nav_attribute_region

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<Left 4 Dead 2> script_nav_attribute_region is a point entity available in Left 4 Dead 2. Its the func_nav_attribute_region brush entity, just retinkered for VScripts. Applies nav attributes to nav areas in its volume, just like its brush entity version.

In various Entity Group scripts by Valve (especially Holdout), point_nav_attribute_region may be seen used in place of script_nav_attribute_region, but that is only because this entity didn't exist before The Last Stand update.

Note.png Note: If you are spawning this entity through scripts, reminder it won't exist on every new round start, so the attributes must be applied manually.
Note.png Note: Attributes set will persists when a game ends!

When compiling Entity Groups, func_nav_attribute_region entities are converted to script_nav_attribute_region.

Keyvalues

Bounding Box Extents (extent) <Vector>
Controls the width, height and length of the bounding box. X is the width, Y is the height and Z is the length.
Note.png Note: With how this keyvalue works, the shape of the bounding box will always, and can only be a cube or a cuboid, never otherwise.

NavAttributeRegion:

Precise (precise) <choices>
  • 0 : Off
  • 1 : On
Crouch (crouch) <choices>
  • 0 : Off
  • 1 : On
Stairs (stairs) <choices>
  • 0 : Off
  • 1 : On
Tank Only (tank_only) <choices>
  • 0 : Off
  • 1 : On
Mob Only (mob_only) <choices>
  • 0 : Off
  • 1 : On
Remove Attributes (remove_attributes) <integer>
If nonzero, remove attributes from nav areas instead of applying them.

Brush:

Minimum Bounding Box Size (mins) <vector> !FGD
Starting at the brush's origin, mark the maximum bounding box's corner as this far away. Requiresmaxsif used so the other side of the box isn't empty.
Maximum Bounding Box Size (maxs) <vector> !FGD
Starting at the brush's origin, mark the minimum bounding box's corner as this far away. Requiresminsif used so the other side of the box isn't empty.
Note.png Note: To translate a brush's size in Hammer to these keys, first divide the size value shown in Hammer by 2. Then, apply the result to themaxskey, and invert the number (Multiply / Divide by -1) and apply it for theminskey.
Note.png Note: If collisions is already set, it must be set back to Bounding Box (solid 2).
Collisions (solid) <choices> !FGD
Method of collision for this entity.
Model Index (modelindex) <short> !FGD
Changes the entity's model to a precached model on the map. Requires precaching models with propdata.txt, then usingcl_precacheinfo modelprecachewhile in-game to get the proper index number.
Warning.png Warning: Needs to be setup meticulously to have no crashes.

Base:

Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed usingAddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
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: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
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.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts. Format is key:value,key:value,...and so on. Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as theent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.
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.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to 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!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.


Flags

NavAttributeRegion:

These are the only attributes that can be applied with this entity; any other attributes must be set by editing the navigation mesh manually.

  • 2 : Empty (no wanderers)
  • 32 : Battlestation
  • 64 : Finale
  • 128 : Mission Start
  • 256 : Battlefield
  • 1024 : Not Clearable
  • 2048 : Checkpoint
  • 4096 : Obscured
  • 8192 : No mobs
  • 32768 : Rescue Vehicle
  • 65536 : Rescue Closet
  • 524288 : No Threat <Left 4 Dead 2>
  • 1048576 : Lying down <Left 4 Dead 2>
Note.png Note: See Navigation Mesh Attributes (L4D) for a complete list of L4D attributes and their effects.

Inputs

NavAttributeRegion:

ApplyNavAttributes
Reapply, or remove if the keyvalue was set, the nav attributes for nav meshes covered by its volume.

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
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.
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
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 <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed 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.
SetTeam  !FGD <Obsolete>
Deprecated. Doesn't do anything in <Left 4 Dead> <Left 4 Dead 2> or <Counter-Strike: Source>.
TeamNum  !FGD <Obsolete>
Deprecated. Doesn't do anything in <Left 4 Dead> <Left 4 Dead 2> or <Counter-Strike: Source>.


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