Monstermaker Apache Path Created 7 years ago2017-02-25 23:08:39 UTC by Jessie Jessie

Created 7 years ago2017-02-25 23:08:39 UTC by Jessie Jessie

Posted 7 years ago2017-02-25 23:09:26 UTC Post #333745
Is it at all possible to have an apache spawned via a monstermaker follow a path_corner path?

I know teleporting an apache in would be more reliable, but I need to be able to spawn an indefinite number of them. If we can confirm that monstermakers are rubbish and can't do this, I'll just have to scrap this idea.

Searches on this site would suggest it can't be done, but I'd like to be sure.
Jessie JessieTrans Rights <3
Posted 7 years ago2017-02-26 00:36:48 UTC Post #333746
No. Sorry but no. I did try to make my infantry men do a scripted sequence and they just don´t act but as if they only can fight. Teleporting is the only way I´m afraid. Sorry :(
Posted 7 years ago2017-02-26 11:43:49 UTC Post #333750
Try this:
  • Set up the monstermaker to spawn the Apache and give it a unique name
  • Create a multi_manager to be triggered by the monstermaker
  • Add a trigger_changetarget that changes the target of the Apache to your first path, delay trigger by a small delay like 0.01 (as long as it's delayed by a single frame it's enough)
  • Your Apache should now follow your path
Posted 7 years ago2017-02-27 12:29:35 UTC Post #333776
Many thanks, Solokiller. Exactly the solution I require. (Kinda bummed that I didn't think of that.) :)

As an aside question — a bonus question, if you will — what are monsters' behaviours regarding patrol paths? Say, if I have a grunt, and I change his target to a path, will he follow it? Will it be straight away? Will he do it if he's in combat? And so forth.
Jessie JessieTrans Rights <3
Posted 7 years ago2017-02-28 15:28:31 UTC Post #333787
Changing a monster's target will clear any patrol routes it's following, and will not set a new one; it stays cleared: https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dlls/triggers.cpp#L2123

There are 2 exceptions: Apaches and Ospreys will both reset their target entities to the current "target" keyvalue if it's null, so using changetarget on them will reset their paths.

I can implement a feature in HLE to make this set a new patrol route for any monster, but i doubt you're using that for your map.
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