Navigation Meshes (L4D): Difference between revisions
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** This makes more infected spawn, however this causes Special Infected and mobs to spawn very crudely in your line of sight. If you want a difficult map then by all means go to town with this marking - just be forewarned about said crude spawning. | ** This makes more infected spawn, however this causes Special Infected and mobs to spawn very crudely in your line of sight. If you want a difficult map then by all means go to town with this marking - just be forewarned about said crude spawning. This is mainly used in forest areas. This allows the zombies to spawn inside the bushes (since props don't block visibility). | ||
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Revision as of 10:02, 2 April 2009
Left 4 Dead uses the navigation mesh to spawn infected. The director uses the Navigation Mesh when deciding where to spawn infected as well as other factors such as light intensity and line of site. By altering the mesh, it is possible to change the type of infected spawning (such as hospital patients and so on) and the density of their spawn.
NOTE: This article was written with experimental information and may not be 100% accurate. This article also assumes that you have read and understood the Navigation Meshes article.
Marking
Marking is as important in Left 4 Dead than it is in Counterstrike. While in counterstrike it affects how bots behave, in Left 4 Dead it both controls how they behave and how they spawn. By marking an area with certain attributes certain spawning behaviours can be created. Marking is the same as in Counterstrike, except with extra attributes, such as:
- CHECKPOINT, RESCUE_CLOSET
- These are covered in Your First Left 4 Dead Map
- EMPTY
- This prevents infected from spawning in this location. Great for the edges of high places (to prevent awkward situations where infected seem to sleep off the edge of things), wide open areas and in general where you don't want infected to spawn.
- OBSCURED
- This makes more infected spawn, however this causes Special Infected and mobs to spawn very crudely in your line of sight. If you want a difficult map then by all means go to town with this marking - just be forewarned about said crude spawning. This is mainly used in forest areas. This allows the zombies to spawn inside the bushes (since props don't block visibility).
- NO_MOBS
- This prevents mobs from spawning in this particular location.
- FINALE
- This is used to indicate a finale area, and controls the spawning of mobs and infected under finale conditions. This is meant to be used liberally over the finale area. Also the use of a FINALE area may help a map to work.
- ESCAPE_ROUTE
- This is a basic guideline path from the start to the finish for the AI to follow. If your map doesn't work a break in this route may be the cause.
- PRECISE
- Used to mark narrow paths. useful for tight places, such as going along a ledge.
- RESCUE_VEHICLE
- This nav attribute marks the inside of a rescue vehicle, such as the inside of an APC, boat or otherwise. It remains locked until the "FinaleEscapeVehicleReadyForSurvivors" input is triggered after a finale event.
As you can see, some of these are obvious, and will require experimentation to create the right amount of spawn density or to discover their function.
Place Names
The type of infected spawned depends on place naming. Simple as that. Simply by looking at the place names that appear on the console input of nav_use_place should give you the right idea of which one you want to use for that particular area. For extra detail, go into scripts/population and read it yourselves. Or, if you're too lazy for that, here it is (numbers indicate percentage of group that will spawn that model out of 100 percent, place names are in bold):
default
common_male01 30
common_female01 25
common_police_male01 15
common_military_male01 10
common_worker_male01 10
common_male_suit 10
test_common_male_suit
common_male_suit 100
defaulturban
common_male01 30
common_female01 25
common_police_male01 10
common_military_male01 10
common_worker_male01 10
common_male_suit 15
police
common_male01 20
common_female01 20
common_military_male01 10
common_police_male01 50
maintenance
common_male01 25
common_female01 20
common_military_male01 20
common_worker_male01 35
hospitalgrounds
common_male01 20
common_female01 20
common_police_male01 15
common_military_male01 15
common_worker_male01 15
common_male_suit 15
hospital
common_male01 15
common_patient_male01 40
common_worker_male01 15
common_female_nurse01 15
common_surgeon_male01 10
hospitalconstruction
common_patient_male01 20
common_worker_male01 30
common_female_nurse01 20
common_surgeon_male01 10
common_male01 20
airport
common_female01 20
common_male_suit 20
common_worker_male01 15
common_male_baggagehandler_01 15
common_tsaagent_male01 15
common_male_pilot 15
airportfinale
common_female01 10
common_male_suit 10
common_worker_male01 10
common_male_baggagehandler_01 30
common_tsaagent_male01 20
common_male_pilot 20
defaultrural
common_male_rural01 50
common_female_rural01 20
common_police_male01 10
common_military_male01 10
common_worker_male01 10
// random zombie type spawned at the church after the mini-finale
church
hunter 25
smoker 25
boomer 50
zoo
common_female_rural01 5
common_female01 10
common_female_nurse01 5
common_male01 20
common_male_baggagehandler_01 5
common_male_pilot 5
common_male_rural01 10
common_male_suit 10
common_military_male01 5
common_patient_male01 5
common_police_male01 5
common_surgeon_male01 5
common_TSAAgent_male01 5
common_worker_male01 5