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.
> > > >>>>
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> --
> Eugenio "Motanum" Roman
>
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