condition zero help

condition zero help

Hammer Mapping — Page [1]
headtanner
2009 Jan 25 • 32
hi i've made a map for condition zero and it work fine but when i added the bots in the bots wourldn't move and the terrist stays and t spawn and counter terrist stays in the ct spawn anyone knows how to fix this?


plz help!
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
2009 Jan 26 at 06:23 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
the only thing I can think of is editing the navigation mesh manually. But since that's a bit tough to do, let's wait for any better solutions.
...and that's the bottom line because Mate de Vita said so.
 
 
2009 Jan 26 at 10:00 PST
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Can you post the compile log?

Also, did you place the map in the maps-folder? (C:\Program Files\Valve\Steam\SteamApps\****\condition zero\czero\maps)

(If the maps-folder doesn't exist you can create it yourself.)
QUACK! QUACK!
 
 
2009 Jan 26 at 10:23 PST
headtanner
2009 Jan 25 • 32
here is the log for the map and yes i do have a map folder in my cz



hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures da_storage
Entering da_storage.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)

Using Wadfile: \counter strike\counter strike cz\cstrike\cstrike.wad
- Contains 5 used textures, 100.00 percent of map (123 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.06 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp da_storage

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'da_storage.prt'
0.06 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis da_storage
18 portalleafs
36 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 16
g_visdatasize:88 compressed from 54
0.02 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad da_storage

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


380 faces
Create Patches : 4552 base patches
0 opaque faces
79671 square feet [11472645.00 square inches]
4 direct lights

BuildFacelights:
(0.17 seconds)
visibility matrix : 1.2 megs
BuildVisLeafs:
(0.72 seconds)
MakeScales:
(0.30 seconds)
SwapTransfers:
(0.17 seconds)
Transfer Lists : 6873856 : 6.87M transfers
Indices : 831444 : 811.96k bytes
Data : 27495424 : 26.22M bytes
GatherLight:
(0.13 seconds)
FinalLightFace:
(0.16 seconds)
1.69 seconds elapsed

----- END hlrad -----



Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
2009 Jan 26 at 21:02 PST
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
The first time you started the map did the game analyse the map?
QUACK! QUACK!
 
 
2009 Jan 27 at 00:19 PST — Ed. 2009 Jan 27 at 00:19 PST
headtanner
2009 Jan 25 • 32
Yes it did analyse the map the first time i played
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
2009 Jan 27 at 00:41 PST
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
maybe ur map contains teleports or something else, that the bots are too dumb to traverse?
Free Steam Games
 
 
2009 Jan 27 at 01:42 PST
headtanner
2009 Jan 25 • 32
my map doesn't contain any teleport. its just a plain map with a hostage situation because i'm still a starter at map making
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
2009 Jan 27 at 02:00 PST — Ed. 2009 Jan 27 at 08:01 PST
headtanner
2009 Jan 25 • 32
omg so happy i fixed the problem

heres how i did it i went to the maps filder under czero and i deleted the .nav file for my map and restarted the game and the game reanalyzed my map and what do u know! its done!

anyway thank you guys so much for helping me out


Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
2009 Jan 27 at 07:58 PST — Ed. 2009 Jan 27 at 08:49 PST
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