Apache Issues Created 10 years ago2014-02-09 17:50:00 UTC by Archie Archie

Created 10 years ago2014-02-09 17:50:00 UTC by Archie Archie

Posted 10 years ago2014-02-09 17:50:00 UTC Post #317843
Yo Yo Yo. Yo.

Yo.

I have a monstermaker set to spawn a monster_apache. The 'Target on Release' is a path_corner near the monstermaker - let's call it P1. P1's next stop is P2, P2's next stop is P3 and P3's next stop is P2, closing the loop and excluding the origin path.

A trigger fires a multimanager which spawns the apache then proceeds to fire the apache itself 1.5 seconds later, which should cause it to begin following its patrol path.

However, the Apache merely hovers, rotates and eventually floats itself far off into the uppermost part of the level, ignoring the paths entirely. It will attack whilst doing so.

Any idea what I'm doing wrong? Documentation regarding the apache is very limited, from the extensive searching I've done. I've decompiled Surface Tension and my path_corners have the same properties as Valve's. The two major differences are that I've used a monstermaker instead of a monster_apache (this is neccessary, the chopper arrives late into the level) and my path_corner loop excludes the initial point. I can't see anything else that's different.

Anyone got any experience with this?
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-09 18:01:20 UTC Post #317844
I know it's sub-optimal, but as a last resource, how about using a monster_apache in a secluded place and then teleporting it in when you need it?

*when I saw the title of the thread I first thought it was about a web server :P
Posted 10 years ago2014-02-09 23:16:19 UTC Post #317853
Well that works, but as you said - it's certainly not ideal.

After more experimenting, I can confirm the paths have nothing at all to do with the issue. It all comes down to the monstermaker, but I have no idea why there's a problem.

monster_apache's 'Patrol Path' field is simply a reworded 'target' field - you can see this if you turn off SmartEdit.
So why doesn't a monstermaker's 'target on release' work with it? :(
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-10 00:10:03 UTC Post #317855
path track perhaps?

If you decompiled, and path_corners were used than I guess Disco's method will work.
I've done a lot of trickery using the teleport in/teleport out. It's a bit more to handle, but if your current tools aren't working, you gotta improvise.

Good luck
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-02-10 00:41:02 UTC Post #317857
I can confirm the paths have nothing at all to do with the issue.
path track perhaps?
Silly Tet :3
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-10 03:20:57 UTC Post #317858
You never said you tried a different entity :-P
So I have to assume you have the monstermaker's Children's name correct, and you're triggering the proper name after the monstermaker has spawned...

What exactly is stopping you from teleporting it in?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-02-10 07:29:10 UTC Post #317859
I don't know, monstermakers are weird. I never liked them. They're not what they appear to be.
Posted 10 years ago2014-02-11 01:09:02 UTC Post #317874
monsters from monstermakers never follow sequences from what i have found in hammer. you are better off hiding an existing apache set to inactive and have it arrive at the right time, rather than getting any sort of script off a monstermaker monster.
Posted 10 years ago2014-02-11 23:26:40 UTC Post #317901
I agree with 2much. Monsters from monstermakers sometimes work in my experience but not always. I've had to resort to teleporting in many types of adversaries before. Not elegant but neither is Goldsource.
Posted 10 years ago2014-02-12 21:13:34 UTC Post #317926
I've had to do that in The Core in some places but it causes a mysterious bug. It's like the entity is there, but not physically. It can attack you and emits sounds but it is totally invisible and not solid so you can walk through it but can't attack it. Truly bizarre.
monster_urby monster_urbyGoldsourcerer
You must be logged in to post a response.