I put my comments in blue bold between [brackets]
About that FINALE and CHECKPOINT thing, this was said but I don't know if it helps you.Hans wrote:Dr. Boo, are you saying your friend Nipper can't generate an escape route, but you can? [he's talking about my jungle map and the answer is yes] Also, did he verify that the bots can go from beginning to end with or without an escape route? [sometimes they follow you and sometimes they dont is that it? When they do follow you till the end, did you see them teleport to get to you?] If they can then maybe he's run into the same thing Glen and I have. [the bots followed them fine without having to teleport and went into the saferoom with them, but they still get the flow error]
Glen [talking to the other guys who had the problem], you said that level you got working might end up being the first, and only, one in the campaign? I just checked all the official decompiled maps and found no landmark in the start area of the first map in each campaign. I also tested this myself and confirmed the landmark in the spawn area of the first map isn't needed. This makes sense with my understanding that the landmark is supposed to save survivor positions relative to it and put them in the spot they were at in the previous level. All official maps, for both l4d1 and 2 (decompiled) have info_survivor_positions for each character in the first map only of each campaign, which reinforces the idea that the info_landmark isn't necessary in the 1st level spawn area.[sounds logical indeed but not really relevant to your problem since your first map works fine right?]
How many levels are there in your campaign, Dr. Boo? If yours is level 4, I'd guess you're using CHECKPOINT and CHECKPOINT [yep and it weems to work fine] or CHECKPOINT and FINALE. Regardless, Nipper's most likely using CHECKPOINT and CHECKPOINT for both start and end areas in maps 2 and 3, correct? [I guess so?]
I know that running my first and only map through hammer or through console failed to generate an escape route no matter what I put in it. There are lots of factors involved though. Maybe see what kind of change level trigger he's using? [they mentioned something about a difference between info_changelevel and trigger_changelevel. Which one do you have on your maps?] I have yet to verify if nav_analyze takes it into consideration when generating an escape route. I'd hope not. Could you get his nav_analyze and nav_trouble reports and post them here? [if you can give me this, they might be able to help] It'd be nice to take all these things into consideration before I jump into bug hunting.
In your case, since you test your map with the "map" command, the game might see it as a standalone map. And for standalone maps it seems like you need to use that FINALE attribute. You could try and change the tiles in your ending saferooms to FINALE and see if your problems are solved if you test your map as standalone thourgh the "map" command. If it works, you can rechange it back to CHECKPOINT once the map is "integrated" in the campaign.Just to clarify it seems that what made the most difference in successfully
generating a nav was marking the tile in my spawn area as CHECKPOINT and my
ending saferoom as FINALE?
This is why I asked you if you used the "map" command to test your maps yesterday