I *think* NPC is the proper type, but I am not sure, I think it only effects NPC objects created with NPC spawn objects (such as the pterodactyl in Dino D-Day or the combine soldiers in HL2). IIRC, Zombies are actually considered physics objects by the game, so they don't count.
It's been too long since I messed around with L4D mapping, so I'm not sure what clip type does what anymore. Draco18s On Thu, Oct 13, 2011 at 4:10 PM, Eugenio Roman <[email protected]>wrote: > 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. > > > >>>> > > > >>>> ______________________________****_________________ > > > >>>> L4Dmapper mailing list > > > >>>> [email protected].****com<L4Dmapper@list.** > > > valvesoftware.com<[email protected]> > > > >>>> > > > > >>>> http://list.valvesoftware.com/****cgi-bin/mailman/listinfo/**** > > > >>>> l4dmapper< > > > http://list.valvesoftware.com/**cgi-bin/mailman/listinfo/**l4dmapper> > > > >>>> <http://list.** > > valvesoftware.com/cgi-bin/**mailman/listinfo/l4dmapper > > > <http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > > > >>>> > > > > >>>> > > > >>>> > > > >>> ______________________________****_________________ > > > >>> L4Dmapper mailing list > > > >>> [email protected].****com<L4Dmapper@list.** > > > valvesoftware.com<[email protected]> > > > >>> > > > > >>> > > > > http://list.valvesoftware.com/****cgi-bin/mailman/listinfo/****l4dmapper > > < > > > http://list.valvesoftware.com/**cgi-bin/mailman/listinfo/**l4dmapper> > > > >>> <http://list.** > > valvesoftware.com/cgi-bin/**mailman/listinfo/l4dmapper< > > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > > > >>> > > > > >>> > > > >>> ______________________________**_________________ > > > >> L4Dmapper mailing list > > > >> [email protected].**com < > [email protected]> > > > >> > http://list.valvesoftware.com/**cgi-bin/mailman/listinfo/**l4dmapper< > > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > > > >> > > > >> > > > > > > > > ______________________________**_________________ > > > > L4Dmapper mailing list > > > > [email protected].**com <[email protected] > > > > > > http://list.valvesoftware.com/**cgi-bin/mailman/listinfo/**l4dmapper > < > > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > > > > > > > _______________________________________________ > > > L4Dmapper mailing list > > > [email protected] > > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > > > > _______________________________________________ > > L4Dmapper mailing list > > [email protected] > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > > > > > -- > Eugenio "Motanum" Roman > > https://sites.google.com/site/motanumproyect/ > [email protected] > http://twitter.com/#!/MotanumR > http://steamcommunity.com/id/Motanum > http://www.youtube.com/user/motanium > _______________________________________________ > L4Dmapper mailing list > [email protected] > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > _______________________________________________ L4Dmapper mailing list [email protected] http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
