That ammo pile applied to L4D but L4D2 does not require it. Atleast i
have previously made working nav without ammo being in at the beginning
or end at a safe room.
Check that your nav isn't coming to the roof of the saferoom. I had
similiar case in a campaign that caused similiar error.
-ics
2.5.2012 0:50, Rectus kirjoitti:
According to this:
https://developer.valvesoftware.com/wiki/Sorting_out_navigation_flow#Survivor_spawn_point
You need to have an ammo pile in both ends of the map for them to be
recognized as checkpoints.
You can also try putting the CHECKPOINT attribute in the beginning
area, if you haven't tried it yet. It might be a good idea to do this
anyway, since hordes and specials won't spawn until the players leave
the CHECPOINTed area.
Alexis H skrev 2012-05-01 23:32:
hey guys,
I got a problem with navigation (again).
First of all, this is the output I get when doing nav_analyze:
-------------------------------------------------------
Flow Debug...
Door(prop): checkpoint_entrance (4522.000000 9330.000000 -260.000000)
Flow Warning: Checkpoint failed to locate nearby info_change_level!
Initializing Director's script
Initializing Flow Distances...
Player starting area = 64627(50.000000 87.500000 0.031250)
Goal area set by checkpoint!
Goal area = 14051(4450.000000 9550.000000 -311.968750)
Flow Error: Goal not reached...
Started at goal... Start 64627(50.000000 87.500000 0.031250),
End
14051(4450.000000 9550.000000 -311.968750)
Flow Error: No starting area found via flow!
...Flow done!
--------------------------------------------------------
The problem is that when you do the z_show_flow_distance command, it
shows
you those numbers xxxx/xxxx right? And when your numbers are
-9999/-9999,
it means your nav is broken somewhere. And when your nav is correct,
these
numbers are supposed to start at 0 in your beginning area and
increase as
you move towards the ending saferoom right?
Well for me it's doing it backwards. In the ending saferoom, it
starts at
0/0 and it increases as I move back towards the starting area.
However, I
have a point of no return somewhere. A point where the Survs drop
down and
cant go back up... obviously since it's counting the numbers
backwards, the
flow detects that you can't go back up at that point and it marks the
nav
as broken because of that. So basically, when running the map backwards,
the ENDING saferoom has numbers 0/0, this increases up until I get to
that
point of no return, from there on, it becomes the dreaded -9999/-9999
numbers and continues giving those numbers all the way to the
starting area.
I'm not sure why it seems to be counting the numbers backwards. It
seems as
it's trying to create a flow backwards.
What I've done:
- Marked the areas in which the Survivors spawn + some areas around
them as
PLAYER_START
- Made sure the info_changelevel touches the saferoom floor
- Made sure I have an info_landmark in the saferoom
- Made sure the info_changelevel has that landmark in it's
appropriate field
- Filled in the "next map name" of the info_changelevel
- Made sure the info_landmark is perfectly aligned with the
info_changelevel's center
- The floors in the ending saferoom are marked CHECKPOINT
- The ending saferoom has a prop_door_rotating_checkpoint
- I have rescue closets which the nav properly marked.
Is there anything else I'm missing? Anyone has an idea why the flow is
counting backwards?
This is not a finale, it's the first map.
-Alex
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