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[L4D2] Sky (comp. config), that adds only the additional events to camapigns?


  
 
 
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LN5005
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Join Date: Oct 2022
Location: Mad Universe
Old 11-19-2023 , 13:34   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Originally Posted by LN5005 View Post
On the other hand, changing the spawn position and solving the L4D1 survivor intro camera bug doesn't mean that this is the end of spawnpoint modification. In order for the area around the spawn point to be considered a "safe zone", the associated navmesh needs to be modified as well. I'll look into this later.
Enabling nav_edit 1 alone does not reflect the unique features of spawnpoint's navmesh areas. The documentation indicates that we need to use z_debug 1 to display the attributes of navmesh.

Looking at the vanilla spawnpoint after enabling z_debug 1, we can see that the navmesh areas here have the attributes PLAYER_START and CHECKPOINT. Next we need to remove these attributes from the spawnpoint and add them to the navmesh near the modified spawnpoint.
* This documentation shows us which console commands can add or remove attributes from a navmesh area.

Before we do this, however, we need to save the navmesh of this map with nav_save and then rename the corresponding .nav file in the Left 4 Dead 2\update\maps folder to make the latter invalid.
* If you have deleted this file, then getting it back may require a game integrity check. Checking game integrity will cause steam to reset other game files that you have deleted or modified, and if you have modified and deleted other game files, then checking game integrity will undo the changes you have made to those files, which can cause some unforeseen problems.

The nav files in this folder will overwrite any subsequent changes we make to navmesh, causing navmesh to always roll back to the state it was in before the change. In order for the nav files that we save to Left 4 Dead 2\left4dead2\maps via nav_save to take effect, this interfering factor must be eliminated.

Reload the map (via map ...) to start editing the navmesh. (Although your game may crash before that)
* During navmesh editing, bots can cause the game to crash. Disable infected generation with director_stop and kick all survivor bots and special infected bots with /admin before editing.

Then aim at the navmesh areas below the spawnpoint and use mark to add the appropriate attributes to the navmesh areas.
* For example, mark CHECKPOINT and mark PLAYER_START.
** Strangely, nav_mark_attribute cannot add these attributes, but the documentation implies that it does the same thing as mark.

Screenshot: After editing, navmesh looks like this.

* In addition, in some cases survivor bots do not recognize navmesh areas and their pathfinding mechanism does not work on these navmesh areas because these navmesh areas have the PLAYERCLIP and BLOCKED_SURVIVOR attributes. Remove them with nav_clear_attribute PLAYERCLIP.

Mark all navmesh areas near the vanilla spawnpoint with nav_mark (it must first mark a navmesh area with nav_add_to_selected_set) and clear their associated attributes with clear_attribute CHECKPOINT and clear_attribute PLAYER_START to avoid potential problems. You may also need to clear the NO_MOBS and EMPTY attributes on these areas to allow mobs to be generated on these navmesh areas.

* Binding nav_mark to a key can help speed up the process of marking navmesh areas, e.g. binding it to the ' key: bind "'" nav_mark
** I also recommend that you bind nav_save to F5 so that you can save changes to navmesh at any time. (bind "F5" nav_save)
* Use nav_mark on a marked navmesh area to unmark it.
* Screenshot: navmesh areas marked with nav_mark. clear_attribute makes changes to all marked navmesh areas.

After the changes are done, remove all marks with nav_clear_selected_set.
* I also recommend manually marking NO_MOBS and EMPTY for specific navmesh areas to create or expand safe areas (including but not limited to around the spawnpoint) to avoid unwanted infected generation, which can improve the gameplay experience in some cases (e.g. cola shop in c1m2).
* Screenshot: Manually mark NO_MOBS and EMPTY to create or expand safe areas.
* Screenshot: You probably don't want to be attacked by infected from behind after jumping from here.
* Screenshot: This only disables spawning of infected on top of them, it doesn't prevent infected from various sources (e.g. infected from director_force_panic_event) from passing through these navmesh areas.

Last edited by LN5005; 11-19-2023 at 13:41.
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