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Post by Chub1337 on Jul 13, 2013 20:53:24 GMT
Hey, So I've been playing around with the SDK Hammer editor, I've designed a map on paper and I am now building this with the Hammer editor. Everything works fine, until I add ladders. I can climb up and down the ladders just fine, but somehow the bots don't want to go up or down the ladders. When using sv_cheats 1 and then nav_edit 1, I notice the ladders aren't in their 'navigation mesh'. Adding them manually with 'nav_build_ladder' does add them, but the bots still refrain from using them. Even after using nav_generate_incremental and nav_generate the bots don't use the ladders or the meshes for the ladders just plainly disappear. I also noticed the terrain/brushes which would only be assessable from ladders doesn't have any navigation meshes on them as well. Here are some pictures to illustrate what I mean: Nav_meshes below ladder, ladder not highlighted. Notice no nav_meshes further on from the ladder. Cursor on the ladder itself, notice it turning green indicating it's possible to use 'nav_build_ladder'. Used 'nav_build_ladder' and 'nav_generate_incremental'. Still no connections further on from the ladder. How it looks like in the editor. The ladder itself is a prop_static. The brush in-front, close but not touching and also NOT a func_ladder (like explained here: developer.valvesoftware.com/wiki/Working_Ladders, sub-category 'Ladders for Counter Strike: Global Offensive') Any help on fixing this would be highly appreciated -Chub1337
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Post by Zeph on Jul 14, 2013 1:41:53 GMT
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Post by Chub1337 on Jul 14, 2013 10:31:29 GMT
Hello Zeph, thanks for your reply Ok, so I did both of your suggestions. I even manually added a couple of meshes further on from to ladder to another ladder and at the top of that ladder as well. When I drop the bomb in that top mesh, 1 bot, which is already placed inside the auto-generated meshes will use both ladders to get to the bomb. Though there is one problem, when using 'nav_generate_incremental', it does not generate all the meshes for the 'above-ground' area (the ladders lead from and to the sewer). Using 'nav_generate' clears all the meshes I added myself, and doesn't generate anything new. Also, when using 'nav_generate_incremental', it kicks all the bots. I can re-add then using 'bot_add', but does the nav_generate need the bots for it to work or only their spawnpoints? All the other bots are above ground, and then have no meshes to walk on, they all try to get to the nearest mesh, which is the sewer, by walking in a straight line and trying to jump through the wall to get to it. I know this should be fixed once there are nav_meshes above ground for them to use, but it appears as if the nav_meshes are only created from the last spawn I placed, the 1 bot that starts in the sewers (for testing purposes). If I remove this spawn, the above ground is then generated with meshes, but the sewer and the ladders leading to the sewer and inside the sewer are not. Any ideas? Chub1337
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Post by Zeph on Jul 15, 2013 11:26:25 GMT
Can you not place multiple generate mesh from this spot thinggies? Place one above and one below ground. Should be easier to join them later. generating meshes has nothing to do with current bots on the map. it simply looks at the map itself. So kicking them just frees up some resources?
does your ladder touch the floor? also make it thicker so it touches the back wall too. Hopefully this should help clarify that its linked with the other faces. Again, just a guess.
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Post by Chub1337 on Jul 15, 2013 19:52:29 GMT
Hmm, having two mesh generation points would be very useful, but sadly, I don't even know if that is possible, even worse, I don't know where the current mesh generation point is, or how to change it. Blocking of both teams in a box, with a ladder to get out, it appears the mesh generation point is the last placed entity spawn (so info_player_(counter)terrorist. Interesting note, the placed ladder is not included in the nav_mesh, and therefore the bots are trapped. And about the ladders, they do reach the floor. I also tried making 'm bigger, meaning they ladder brush and the ladder prop are inside each-other, as-well as making the ladder prop not solid and the ladder brush nearly flush with the wall and further combinations of these. Nothing seems to work though. EDIT! Using 'nav_mark_walkable', then 'nav_generete_incremental' and finally 'nav_build_ladder' worked! The bots now use the ladders! ;D I've added it to the workshop here: steamcommunity.com/sharedfiles/filedetails/?id=160524985It would be nice if we could playtest it? I'd love some feedback.
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Post by Zeph on Jul 16, 2013 9:19:36 GMT
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Post by Chub1337 on Jul 16, 2013 10:02:07 GMT
Yeah I noticed, thanks I'm making a post for it right now. I wish to thank you for your help as-well, without your idea of having 'multiple generate mesh from this spot thinggies' I would have probably never figured out you could use 'nav_mark_walkable' to use along with 'nav_generate_incremental'. So, Zeph, thank you very much for your help! -Chub1337
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Post by Zeph on Jul 16, 2013 11:06:29 GMT
Yeah, that's the thing: nav_mark_walkable.
multiple of those, should fill up all the areas, then you may ned to manually connect between them (IE ladders).
It's been a while since i played with that and L4D. IE 2010 ish...
Glad it helped.
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