Most of your issues are caused by incomplete nav file. It may not generate properly due to map errors or landmarks being wrong. You also need to mark some spots manually in order to get it work right. As for the button, i have no idea and i used to have same sort of nav blocker issues as you do. I just went over with with another method.

Someone may be able to help you futher with it.

-ics

13.10.2011 19:24, Mark Edwards kirjoitti:
My Yama campaign is almost ready for a beta release, I'm releasing the first two maps as a beta because I wanted to get something out by the end of the year and those two are basically finished. There are still some bugs I have which are sort of game-breaking though:


- I have a ladder you take down into a tunnel which is about 15ft tall. Usually, the first bot will climb down fine, but the next ones just fall and hang onto the edge, then the first one goes back up and they all take it in turns to hang on and be rescued. It can be fixed if you move further up to make them teleport but that's not ideal. There are no cliff parameters set and they use another ladder fine, so I don't know why they fall off this one.

- I'm using a timed button as a crescendo event, but when I use it, still in first person mode, I slide off away from the button and clip through walls while the timer bar fills up. I can look around but I can't move and keep on sliding out the map at walking speed, sometimes getting stuck on certain brushes. I have no weird outputs or flags that I can see, just outputs for sounds and then a door. My actual character is still at the button though so I can take damage, and once the timer's up or I let go, my view slides back and I can melee/fire from the button until I clip back into the player. This one is really strange and I have no idea what the cause is, unless the entity itself is broken.

- I have two doors that open with panic events, but each time it keeps spawning zombies behind them. They're set to block the nav when closed, so maybe there's some other way of stopping them spawning in those areas until the door opens?

- Lastly, when everyone dies in the second level, you respawn under the map, not far from the 0,0,0 coords. Spawning after the map loads works fine, just not once your team dies.

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