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mapping help needed, broken window traverse/negotiation

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Created 9 years ago
by coder203
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Date Registered: 27 February 2017
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Silly Rabbits, Easter-Eggs aren't just for games.

Hint; edit,copy text,past into a .html read, repair and enjoy
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hey there, Im coder203. Im new to this world of mapping an modding. Looking for some assistance with my map Im making. ok to start off its built off of sniper bolts tut map. I've simply been modifying it, Ive turned it into a multi level(floor) map. Im having some issues with its traverse/negotiations for window barricades. Ive tried replacing the prefabs, relocating pathnodes, rearranging the prefab to fit the window. ai_shownodes doesn't show anything wrong in the area. but shows that they are not connected also doesn't show that they are connected either.

My zombies will go to the window, tare the boards down, then stand there for a few seconds an then walk off to the next window witch does work an use it.
Ive looked trough the forums for a solution an couldn't find an answer to my problem that's relevant to my map an issue. so here i am, looking for some help.

My map is fairly large an has more then one floor, but only has one zone for the time being.
Ill see if i can make a duplicate of the issue area to send for analysis.
its going to be a new challenge map, with lots of secrets, tricks an dead ends.

Thanks for reading, an if there is another post with info about my issue. please redirect me to it.
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Date Registered: 9 August 2013
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If the windows originally worked in the sniperbolt map then you might have forgot to copy on of the things associated with the window boards.
Id just make a new test map and if the windows work then move them over. If the problem still exist check that your zones and playable area are set up correctly.
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OK so I have found out something wired, so this problem started from selecting all the objects, an copying them to make new windows. So I broke one down an if I remove the red clip from the outside of the window. They seam to work. But I find this a possible future problem tho. Being as that clip was there originally for a purpose right?
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You probably forgot to copy the traverse. They ignore the clip while traversing.

Use prefabs so you dont need to worry about selecting all the parts.
Right click misc prefab ...map_source/_prefabs/zombiemode/ adam_ zombie_barrier.map

There is another prefab called "asylum_wallbreak_ bluewall.map". Zombies will break the wall and then leave. If you put a prefab traverse "wall_hop" with it around the base then the zombie will traverse through after breaking the wall.

When they are tested and in place. Unstamp them and retexture them.
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Location: us
Date Registered: 27 February 2017
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no my traverse is there, installed UGM standalone. lol an now all sorts of problems are coming up. lots of research to do to fix these issues now.  my menu got changed an now is broken... console is broken, no text at all. an solo launch is broke aswell like 12 other issues

 
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