here's a thought.  Put some platform ledges in NPC_CLIP (or CLIP or
PLAYER_CLIP, depending on what actually does work) that go around the
outside of your elevator shaft, making narrow stairs, and get some generated
nav along them.  The bots will be able to follow it (and not fall) albeit
looking funny (goal: use as few platforms as possible using the largest drop
possible, ideally the clip bushes don't effect human players).  But it would
avoid the ladder and offer the bots another way down without doing the edge
grab thing.

Draco18s


On Thu, Oct 13, 2011 at 3:55 PM, Arthur Lin <[email protected]> wrote:

> Ladders and bots going down have always been a problem and I've come to
> conclusion that there's no way to fix it unless there's a change in the
> actual game code. The bots even have a problem going down ladders in
> official maps and the only tall ladder is found in the Parish 5. You're
> always going up the ladder towards the goal in officials. There's also a
> brush ent there to stop damage if you fall, although I don't think it's
> there for only the bots (trolling). You can always try to reduce it, like
> by
> making them stick to the ladder facing forward.
>
>
> On Thu, Oct 13, 2011 at 12:20 PM, Mark Edwards <
> [email protected]
> > wrote:
>
> > The origin seems to be the problem with the button, it was in the
> direction
> > the player was going. I always have helpers turned on but I did move that
> > entire section, must've missed it somehow.
> >
> > As for the ladder, my nav is connected fine, no errors with the flow and
> > it's marked escape route properly. I'm not sure if it's because they're
> > climbing from the top. I have another long ladder that they get okay on
> from
> > the side, but I can't really do that realistically in this area (the lift
> is
> > a platform, so it needs some kind of rail on the other two walls). Here's
> > how it looks in Hammer (ladder prop is non-solid) -
> > http://i.imgur.com/4jqrC.jpg
> >
> >
> > On 13/10/2011 17:35, Scott Graham wrote:
> >
> >> That second bug is weird, but I think I have a potential reason for it.
> A
> >> plain func_button has an origin and a current location. Upon pressing
> the
> >> button, it slowly moves toward its origin. It's possible the origin may
> be
> >> way offset from it's current location, which can be caused by moving
> >> groups
> >> of objects at once. If you dragged a large section of your map somewhere
> >> else, this could be the cause of the offset. Anyway, this button could
> be
> >> running into you and pushing you along the map. That's just a guess,
> >> though,
> >> and is the only thing I can think of that might cause something like
> that.
> >>
> >> On Thu, Oct 13, 2011 at 12:32 PM, ics<[email protected]>  wrote:
> >>
> >>  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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