Hexadecimal Nov 1, 2013 @ 9:43am
Zombies are not spawning in custom map until I die and the game thinks the round is over (custom survival map)
I have been working on a small map (hammer says its 1984x1920x1240) for the survival gamemode and zombies will not spawn.

I know it shouldn't be because the director thinking that the spawn spots are where the player can see them because before the round starts the doors are closed and when the the round starts the doors open, behind the doors are player clips so players can't get to the zombie spawn points. despite of this the zombies won't spawn, at all!

The nav-mesh has been configured properly with "playerstarts" at player spawn point and "battlefields" are all around the map (except where the zombie spawns are). This map includes the "info_director" entity called "director" and all the other needed enities to create a survival map!

The game only spawns in zombies when I type in the kill command in the console and the game thinks the round is over, they start to spawn a few seconds before the map resets itself ready for the next round!
Help would be greatly appreciated, thanks!
Last edited by Hexadecimal; Nov 1, 2013 @ 9:47am
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AlwaysToast Nov 1, 2013 @ 1:28pm 
For a survival maps the entire map should be flagged as BATTLEFIELD. Including the areas the zombies come from. See the description of Battlefield includes “many spawn-friendly/mob-related areas within it.” Zombie spawn areas should be INSIDE the Battlefield. So not having the zombie spawn areas labled Battlefield may be the problem.

I’m not sure if it’s necessary, but I use the following:
Zombie spawn areas should also be flagged: NOT_CLEARABLE

Zombie spawn areas that are out of Line of Sight (including obscured by fog) from the fighting area should also be flagged: NOT_CLEARABLE, and OBSCURED

Zombies also don’t spawn in Survival until the event is started. So you need a trigger_finale set up to start the event. If it's got an error, it can cause problems, so you may want to double check everything related to it if the nav editing doesn't fix it.
Hexadecimal Nov 1, 2013 @ 2:01pm 
Originally posted by AlwaysToast:
For a survival maps the entire map should be flagged as BATTLEFIELD. Including the areas the zombies come from. See the description of Battlefield includes “many spawn-friendly/mob-related areas within it.” Zombie spawn areas should be INSIDE the Battlefield. So not having the zombie spawn areas labled Battlefield may be the problem.

I’m not sure if it’s necessary, but I use the following:
Zombie spawn areas should also be flagged: NOT_CLEARABLE

Zombie spawn areas that are out of Line of Sight (including obscured by fog) from the fighting area should also be flagged: NOT_CLEARABLE, and OBSCURED

Zombies also don’t spawn in Survival until the event is started. So you need a trigger_finale set up to start the event. If it's got an error, it can cause problems, so you may want to double check everything related to it if the nav editing doesn't fix it.

I removed the battlefield from the spawn in the hope that it would work - orginally all was marked as battlefield. I have not put a fog controller in my map, I am going to try what you have said right now.
Hexadecimal Nov 1, 2013 @ 2:26pm 
I did everything you said and it still didn't spawn zombies, thanks for the advice anyway!
How picky is the director on how far the hidden spawnpoints need to be from the rest of the map?
Hexadecimal Nov 1, 2013 @ 3:12pm 
Originally posted by AlwaysToast:
For a survival maps the entire map should be flagged as BATTLEFIELD. Including the areas the zombies come from. See the description of Battlefield includes “many spawn-friendly/mob-related areas within it.” Zombie spawn areas should be INSIDE the Battlefield. So not having the zombie spawn areas labled Battlefield may be the problem.

I’m not sure if it’s necessary, but I use the following:
Zombie spawn areas should also be flagged: NOT_CLEARABLE

Zombie spawn areas that are out of Line of Sight (including obscured by fog) from the fighting area should also be flagged: NOT_CLEARABLE, and OBSCURED

Zombies also don’t spawn in Survival until the event is started. So you need a trigger_finale set up to start the event. If it's got an error, it can cause problems, so you may want to double check everything related to it if the nav editing doesn't fix it.

I have added you on steam so we can get to the bottom of this quicker!
AlwaysToast Nov 1, 2013 @ 4:25pm 
Distance theoretically matters, and can be changed with custom scripting, but I’ve never had the default range cause me any problems. Also I think Battlefields have a decreased spawn range. The map (based on dimensions listed) while small, doesn’t seem unreasonable, so I don’t think that is the main problem.

PVS (potential visible set) is generally the more limiting factor. If an area is marked Obscured, nether condition matters. Things can spawn in an Obscured area even if the players are right next to (or inside) it. So as long as you have areas marked BATTLEFIELD and OBSCURED, things should spawn in them without a problem.

Did you check the flow of the Nav?

Have you run: nav_trouble_report ?
If the report has problem areas, you can do a report specific to each one. Just put the category at the end. Big orphan areas or screwed up ladders (causing big orphan areas) are possible causes. Some of the stuff that shows up in trouble reports you can ignore, and some of it is critical, so you kind of have to figure it out.

Have you run: nav_analyze ?
Very important (and something I forget to do sometimes).

Check to make sure you used Player Clip, and not Clip. Make sure you don’t use director_stop, since without the director, no zombies spawn.

That’s all I can think of. Someone else may have more/better ideas.
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Date Posted: Nov 1, 2013 @ 9:43am
Posts: 5