Looking closely at second map of death toll in L4D2, there is no metal shaft
that collides with players. It's just another ladder leading the player down
Repeatedly going up and down the ladder with bots will still give you a
chance to make them glitch, and it's definitely NOT a rare occurrence. They
either teleport to the bottom after getting stuck at the top for a while or
have a temporary grip before falling at various heights. In several cases,
one of the bots can lose half of its health! So tall ladders are not very
fair to players that might have a bot on their survivor team.

On Sun, Oct 23, 2011 at 1:48 PM, Arthur Lin <[email protected]> wrote:

> So there is a ladder that leads you down! I totally forgot about the ladder
> going down in death toll, map 2. One of my favorite parts. I wonder if
> boxing players in a vertical shaft helps
>
>
> On Thu, Oct 13, 2011 at 3:18 PM, Major Johnson <[email protected]> wrote:
>
>>  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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