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I do indeed have all of those attributes described in that article. I found out that by not using nav_analyze, the map would function like its supposed to. On the other hand, using nav_analzye would break the mesh completely because it would uneccsarily modify existing nav attributes. I have used OBSCURED, but not NOT_CLEARABLE.
I do appreciate your time to reply.
In any case, it might be a good idea to add NOT_CLEARABLE to any area that you want zombies to spawn in because otherwise infected can't spawn in that area once it's been cleared.
It should be possible to test if you just take a simple map and clear the zombies from every every nav area in the map and then force a panic event and see if the director is able to spawn a horde or not.
All the areas out of line of sight should also be marked Obscured. So the director knows he can spawn zombies there anytime.
Not_clearable at the very least won't hurt anything for a survival map, even if it's not needed.
Make sure you have finale/battlefield set up.
Nav_analyze really needs to be run to get your map working correctly. If it’s changing your Nav, there is a reason for it (There is something wrong in the first place).
How small is your map (in hammer units)?
There is a minium “safe spawn” distance for zombies in a finale. So if your map is less than twice that value if a survivor stands in the middle nothing will spawn.
You can change the “safe spawn” distance for zombies, to force the director to spawn things ether closer than normal or further away in a Finale. So I would assume you can do it for survival. I don’t remember how I did it (and I don’t have the files on the computer I’m on now). I’ll post how to do it later if someone doesn’t beat me to it.
ZombieSpawnRange = 3000
From one of the valve finale scripts and changed it to:
ZombieSpawnRange = 400
I believe that is the maximum range at which zombies can spawn once the script starts. So you may not need to modify that at all.
Then in my missions file I added:
convar
{
"z_finale_spawn_safety_range" 100
"z_finale_spawn_tank_safety_range" 100
}
Which defines the minimum range at which zombies and tanks can spawn during the finale.
The cvars, with the default numbers may be what is causing your problem if your map is particularly small:
Z_spawn_range 1500
Z_spawn_safety_range 550
z_finale_spawn_safety_range 600
z_finale_spawn_tank_safety_range 600
I actually fiddled with various distances a lot (playing with z_debug 1, to see where things were spawning) until I got a combination that made me happy. As I was having problems with the zombies spawning too far away. But it was a lot of trial and error, and it is very dependent on the size of the map and where zombies can spawn. There is probably a more elegant way to do this, but this is what I figured out.