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You can try running nav_analyze and see if it identifies the checkpoints during that. So run that, then check the trouble report again. Then make sure you run nav_analyze when you are done building the nav, and if you modify the nav in the future, run nav_analyze after you change anything on a working nav layout.
If that doesn’t fix it, then I’d suggest the following steps.
First thing to know is nav flow is generated backwards. Meaning it starts at the End Checkpoint, then attempts to flow (trace a path) to the start checkpoint. So if the end checkpoint isn’t being identified it can’t start.
The trouble report is not the best way to figure out what is going wrong in this specific situation (because it may highlight the end checkpoint, even if it is not the problem). You need to look at the nav flow numbers in the End Checkpoint.
Turn on nav_edit 1, z_show_flow_distance 1, z_debug 1. Then look at the nav flow numbers. -9999/-9999 is broken. -9999/X (any number other then 9999) means that the director believes that nav is outside the playable area for the survivors. X/-9999 means it can track to the end checkpoint, but not the start checkpoint (so the most likely issues is there is a break in the nav between this location and the start area).
So if you are in the End Checkpoint area and the numbers are X/-9999, you know the end checkpoint has been properly identified.
So all the nav in the playable area (where survivors can get to) should be X/-9999 if it’s working and -9999/-9999 if it’s broken. Once the working nav connects all the way to the Start area (if it’s correctly identified), the nav numbers will switch to being X/X in the playable area.
Note just because you don’t have orphans, doesn’t mean that there aren’t holes in your nav. It’s possible the nav is fully connected through areas only the infected can navigate (according to the nav), and hence there isn’t a valid path for the flow (because there is a gap in the nav where the survivors have to walk).
Things that may be blocking the nav flow:
Then follow the path from the END to the beginning while watching the nav flow numbers. Whenever you find nav along the path that becomes -9999/9999 you know you lost the flow and something needs to be fixed between that nav and the last nav with X/9999.
After you fix something, you can use nav_recompute_flow (it will probably keep popping up the error message, but it should go to a further point before it breaks).
If you make it all the way to the PLAYER_START area and that nav in the start area is X/9999, run nav_recompute_flow or nav_analyze again. Then if it's still messed up the start area is missing some entities, so it’s not being properly identified as the start area.
For the PLAYER_START area you can use an info_player_start, but that shouldn’t be necessary. You need to have 4 info_survivor_position.
Name: Give each one a unique name: survivorPos_intro_01, 2, 3, 4 is typical
Survivor Name: filled in for the survivors you are using: coach, ellis, nick, rochelle or Bill, Francis, Louis, Zoey (That’s how the official campaigns mark them).
You can have more elements to make an intro to the level, but they aren’t necessary for the nav to identify it.
Having 4 health kits and an ammo pile inside the marked nav area can also help (for both a player_start area and a checkpoint). As that helps it decide where the exact start and end should be.
The nav should be marked PLAYER_START and CHECKPOINT, and should extend out a bit (so the director doesn’t spawn infected too close to where the survivors start. You may want to mark areas further away as NO_MOBS
But other than that, a PLAYER_START area on the first map doesn’t require a lot of entities.
Thanks for the reply! I tried checking the flow of my nav. And it's giving me -9999/-9999 from the end checkpoint to the starting area. What does it mean? I marked everything inside the end checkpoint and I do have an ammo pile + 4 med kits.
It means that the flow is broken. If the nav is -9999/-9999 inside the end checkpoint it isn’t being identified as the end checkpoint for some reason. The numbers are basically distance traveled towards the End Checkpoint, and distance traveled from the starting checkpoint.
If it can’t identify both checkpoints, then the numbers can’t start being generated. If it can't identify the start checkpoint, it may be mistaking the end checkpoint as the start (and therefor looking for an end checkpoint to start calculating the flow from, which doesn't exist).
Any suggestions on how to troubleshoot/fix this?
There is another common problem which I forgot to mention (which can’t happen to a player_start area without a door, but happens all the time with checkpoints with doors, so look at the end checkpoint) is there is one or more pieces of nav past the checkpoint (meaning anywhere after the nav labled checkpoint starts), which are NOT labeled as checkpoint. So they can be inside the checkpoint area (like a table or shelf) or literally past it (like out the door on the far side or in a corner of the room).
Unlabeled nav past the checkpoint is a real problem because the nav thinks the end checkpoint is the start checkpoint, and the nav not labled checkpoint is the primary body of nav, and hence the end checkpoint is missing.
So the solution is to check around the end checkpoint very carefully with z_debug 1 on and look for any nav mesh that is not labled checkpoint. Then mark it as CHECKPOINT if you find it.
If you can’t find it still: The nuclear option is to make a brush with the trigger texture then make it a func_nav_attribute_region then click the flag for checkpoint, and place the brush over the entire checkpoint area (so everything it touches gets marked as checkpoint). If that fixes the problem, you can then just delete the func_nav_attribute_region (since all the nav is now marked you don’t need it anymore).
I tried this solution but it didn't work. My end checkpoint doesn't have any tables. Everything is on the ground (4 medkits, ammo, 4 guns). And the end checkpoint is pretty small so it's hard to miss nav chunks inside it. But I did do the func_nav_attribute_region and it still didn't work. I'm very close to giving up at this point lol
This worked thanks!