I think Major's idea culd work. I would use npc_clip, but that may also
affect zombies. But again, zombies sometimes are not affected by
trigger_push with a npc flag, so they may be another kind of npc.

On Thu, Oct 13, 2011 at 3:07 PM, Major Johnson <[email protected]> wrote:

> 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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