Problems with my MvM map

Discussion in 'Mapping Questions & Discussion' started by soylent robot, Feb 17, 2013.

  1. soylent robot

    soylent robot L7: Fancy Member

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    deadline is tomorrow right?

    anyway, got two big annoying problems that wont go away
    [​IMG]
    first one is that the nav generate thing wont recognise this upper area as a place to put some nav mesh. there's no clips or anything in the way up there, and ive tried plastering the area in nav_mark_walkable, but it doesnt seem to work

    [​IMG]
    second is the robots blatantly ignore the nav_avoids ive put down to make their different routes through the map. these guys are just walking right through a nav_avoid that is never disabled. theyre supposed to walk up into the white house on the left but they never do that.

    can anyone help with these please?
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    The first one I've ecountered. Just try remarking it after it's been generated, then using nav_generate_incremental. Then you can use nav_analyse if it works.

    The second one, I dunno, I'm having that issue too.
     
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  3. Vaconcovat

    Vaconcovat L3: Member

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    First of all, func_nav_avoid doesn't work. Don't ask why, but from personal experience and from what i've seen others complaining about, it doesn't work. You should be using func_nav_prefer's with the appropriate tags to guide the bots through your map. These DO work.

    With the cliff problem, you should put a nav_mark_walkable at the top and at the base of the cliff, then connect the two areas together using nav_mark then nav_connect.




    ...But if your problem is that the upper cliff area won't generate a nav area no matter what, i'm sorry i have no idea.


    Ninja'd by aly
     
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    Last edited: Feb 17, 2013
  4. soylent robot

    soylent robot L7: Fancy Member

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    So I should use func_nav_prefer instead of avoid? I'm not sure that'll work, the robots seem to ignore my nav_prefers that ive set out for the left and right flanking routes
     
  5. EArkham

    aa EArkham Necromancer

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    I'm glad I'm not the only one that noticed this.

    Seems like they kind of work and kind of don't, from what I can tell. I have a couple that the bots absolutely refuse to heed, but then I have two others that the bots do avoid.

    The ones that seem to work overlap the area heavily -- as in, below the displacement ground and well into the brush work on the sides -- and are 128 units thick. I have them enabled from the start, and tagged.

    The ones that never worked were either thin or on brushwork (not displacements) so maybe it's a coverage issue.
     
  6. phi

    aa phi Within The Vacuum Of Infinity...

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    Additionally, are you tagging your func_avoids with "common" as well as "bomb_carrier"? Seems like a no-brainer but I've seen it happen before.
    Again, I agree with the above - use func_nav_prefer if you want the bots to head along a specific path.
     
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    Last edited: Feb 20, 2013
  7. soylent robot

    soylent robot L7: Fancy Member

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    adding the common tag and making them absolutely huge seems to have helped on nav_avoid blocks.

    with nav_prefer, i stretched their heights so they reached the skybox and below the ground, that seems to be effecting the robots too
     
  8. Cayle

    aa Cayle

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    Nav avoids need to cover an entire quad(s) of nav mesh for the nav to be marked by the nav avoid. You also need to tag the nav avoid so that it will affect specific types of bots.

    The commands nav_show_func_nav_avoid 1 and nav_show_func_nav_prefer 1 are useful for visualizing where your prefers and avoids are affcting the navmesh. use thes commands in conjunction with nav_edit 1.
     
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