Hey Folks,
problem: A scanner is supposed to react EXACTLY to what it should do, where it should fly - etc. It should NOT inspect the player - nor any other object by itself.
Upon map run - the Scanner is in its normal A.I - I also tried the use of an a.i. schedule and tried the scripted_sequence as well - and moves randomly about the map, instead of following a set of path_tracks.
-> At other occassions it flies 90? up and swirls about on the ceiling of the room.
the setup:
I've set up the npc_cscanner and air node hints - this merely tells the scanner where it can navigate.
-> Now I want it to set a certain path, much like a HL1 train.
After experimenting with just path_tracks - I've set up the entire thing the way you set it up according to a Strider (with path_tracks and air node hints beside them).
Scanner
Name: scanner1
Target path corner: (left blank)
ShouldInspect: No
OnlyInspect Players: No
NeverInspect Players: Yes
To overcome to problem above - forcing the scanner into following a path - I included a nodraw train - which the scanner is set to follow:
Output - OnWake - Target scanner1 - SetFollowTarget - Scannertrain
Input - (from a trigger) -> OnTrigger - Wake (the scanner)
its initial animation is set to: idle
Flags set -
Fall to Ground
Wait for Script
Do Alternate Collision (player avoidance)
Don't drop weapons
The Train - The Scannertrain is set to follow path_tracks starting at 1.
Name: Scannertrain
First Stop Target: 1
Input: (from trigger) -> OnTrigger - StartForward (the train)
Flags -
NoUserControl
Passable
Fixed Orientation
HL1 Train
Is unblockable by Player
The info_node_air_hint
Name: (left blank)
Hint: None ( I THINK THIS IS WHERE THE ERROR MIGHT BE)
Hint Activity: (left blank)
Thats it I think. - The actual path_tracks are just numbered correctly.
No Flags set.
Help?
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