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Run nav_trouble_report and fix all the problems.
It's likely you have a checkpoint problem. Make sure the button to start the event (Which is your second checkpoint in a survival map) is not inside the PLAYER_START/CHECKPOINT nav area (which is the first checkpoint).
Then run nav_analyze.
Every map needs a start and end point, and a connected nav path between those two points. The produced the “escape route” which must have functional flow.
When you use
z_debug 1
z_show_flow_distance 1
You see the nav flow numbers. You must see numbers other than -9999/9999 along the escape route. It used the nav information for every other nav square on the map, to calculate how any bot can navigate to a goal (from an infected to a survivor). The survivors need to be standing on nav squares with working nav flow, so the infected can calculate how to reach them.
If the map does not have nav flow, the director can’t spawn infected, because the director doesn’t know where survivors are, or where they can walk, or where infected can walk. The Tank is the only infected that is perfectly happy to navigate without flow (or even a nav).
This is very easy to explain on a coop map, where you go from: PLAYER_START to CHECKPOINT, CHECKPOINT to CHECKPOINT, or CHECKPOINT to RESCUE_VEHICLE.
It’s less obvious for survival or scavenger maps, because it is not clear they must have a clear beginning and end. More importantly there has to be space (which has nav in it, which is NOT labeled as PLAYER_START or CHECKPOINT) in between those two locations.
If you put the button to start the event (which is the end point) INSIDE the starting point: Then the game only sees 1 checkpoint. It can’t create a path between 1 point. It needs 2 clear points. It will likely tell you in the nav_trouble_report checkpoint that the entire map is missing a checkpoint: Because it needs a second checkpoint somewhere (not everywhere).
The location where the players spawn in needs to be labeled (PLAYER_START and/or CHECKPOINT). Depending on how flat the terrain is, this could be one nav square or many. If your map is particularly flat, you may want to cut up the nav square to make it smaller, to be only a little bigger than the area the survivors spawn in.
There needs to be nav between that location and the button that starts the event. Which MUST NOT be labeled PLAYER_START or CHECKPOINT. That is where the “escape route” is placed, between the start and end point.
For survival maps: There needs to be a trigger (usually a func_button) to start the event. It needs to be near some nav (it should auto detect even if it's just near it). That nav cannot be labeled PLAYER_START or CHECKPOINT. It doesn’t need a specific marking, the game will automatically find it on a survival map, IF it is outside the start area.
I believe you also need to be in survival mode, if you are in coop mode, it will try to use the coop rules for nav. If you don't see the surival clock: map mapname survival
The space between the start and end points doesn't have to be particularly long. But it needs to exist.
If you use:
nav_recompute_flow
z_show_escape_route
It will show you the path between the start and end point.
Once you have fixed the nav: You must run nav_analyze, so all the nav information is analyzed, so the director can use the nav information effectively (so it knows where high points are to spawn smokers and such).