Talk:Navigation Mesh Attributes (L4D)

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Revision as of 19:37, 14 July 2009 by TheFixer333 (talk | contribs)

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I will be updating this page with corrected information and simplified/better phrasing. Also, I will also be finding a way to organize the structure/uses of this page for others...Just hoping to clean stuff up and make it more useful, yay! Will be back soon with details... --TheFixer333 15:41, 14 July 2009 (UTC)

[update: details now below]--TheFixer333 19:37, 14 July 2009 (UTC)


Should we try to use usage-examples for every attribute? Is this a good thing? Or does it over-complicate (or make lengthy) the descriptions on this page? What do people prefer? Any guidance would be appreciated.--TheFixer333 16:38, 14 July 2009 (UTC)

NO_MOBS

It is actually used quite often, but only where needed. I explained a bit of this... also, sometimes maps just don't need too much of it since the director already spawns mobs (and infected in-general) in intelligent locations. I've kept and explained more detail about how the previous 'pipes' example works, as well.--TheFixer333 16:38, 14 July 2009 (UTC)


OBSCURED

I do not believe obscured actually tells the director to change any of it's spawning rules or percentages (other than the LOS exemption), but it does - FOR SURE - make a difference in how it can organize it's spawns. If the director can't find any well-placed (and large enough) obscured zones, it will almost certainly start searching outside the PVS. Depending on your map, this could be a very bad thing, or even a very good thing. In some cases it will cause infected to take different routes and will swamp the survivors in a chaotic pattern (though the director is capable of this, even while using OBSCURED zones)...in other cases, it will do nothing but thin the mob out - which the survivors will then cut-through with ease. The problem truly lies in the un-intended thinning...Because there is an infected limit, if they spawn way out of the PVS, that group may take 5 times longer than intended, thus letting all the others spawn in small-groups causing a complete 'mob' failure while it is waiting for the other group to come and finally die - by that time, the panic-event has usually ended in catastrophic failure. --TheFixer333 19:37, 14 July 2009 (UTC)