Talk:Sorting out navigation flow

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Updated

I've just updated the article today to improve the checklist and offer more help on finales, plus adding in some other info that's thrown up questions. --X6herbius 12:50, 27 February 2010 (UTC)



Very helpful. I have a question concerning survival maps. Since it's a finale map, the game demands a rescue closet. An error in my map didn't go away till I put one in. But the l4d_sv_lighthouse doesn't seem to have one. How come? (I think I know why the game wants the closet: unlike checkpoints, some parts of the finale are usually unreachable (like on top of cliffs, it's marked finale so that the mobs spawn, but survivors can't get there). So the engine needs to know where the end of map is, and a closet serves just that: it marks to where in the finale the nav flow should head, since it can't reach all the finale) --Van 07:11, 22 May 2009 (UTC)

I think people have had problems before concerning the lighthouse map and the navigation flow, although I can't remember what it was specifically about. If there's an error in your map, I'd recommend just putting a survivor closet in anyway somewhere if you wanted the error to go away. However, the error might even be a good thing: since it's a survival map, you wouldn't really want loads of wandering infected spawning before you've triggered the horde to come. Also, were you testing specifically in survival mode? A convar has to be set to put the game into survival mode, otheriwse it might think the map's just part of a normal capmaign. --X6herbius 13:28, 23 May 2009 (UTC)

Break in flow error

I'm currently getting an error which seems weirdly unsolvable - nav_recompute_flow brings up the error ComputeFlowDistances: ERROR - Cannot compute flow. Even after having eliminated all problems from nav_trouble_report apart from an unessential ladder being "disconnected" even though it wasn't, the error still persisted. I think it means that there's some problem with connections between navigation sectors, as the map I'm trying to get working is one from the Half-Life 2 canals and has a lot of displacements. I'll keep trying to solve this and post a fix if I find one. --X6herbius 09:09, 24 May 2009 (UTC)

Edit: I found the problem. Turns out my trigger_changelevel (which was surrounding a 45-degree corridor - thanks for making life difficult Valve ;P) was poking through slightly where it shouldn't have been, as all I did was drew a massive cuboid around the corridor, not bothering to clip each side at 45 degrees. This caused one of my nav areas atop a high wall to become a checkpoint and the game got confused. I'll update the page with relevant info. --X6herbius 09:22, 25 May 2009 (UTC)

In conclusion

If I've missed anything out of this list, feel free to tell me/add it in yourself; if you're having problems that you can't sort out, drop me an e-mail at jonathan[.]poncelet[@]talk21[.]com and I'll try to help. Happy mapping!