More trigger problems Created 19 years ago2005-02-01 10:35:37 UTC by lament lament

Created 19 years ago2005-02-01 10:35:37 UTC by lament lament

Posted 19 years ago2005-02-01 10:35:37 UTC Post #87451
Im sure this seems like a basic question but im having trouble making the combine do my bidding. heres what i want... i want them to remain sleeping until they are triggered then i want them to run to a destination. I have the trigger set up so that they wake, but they wont go to the spot i want them to go. i have a path corner set up and named, and have it in the properties of the combine also. this particular trigger sets off about 6 other things and they all work, just not the combine.

any ideas?

by the way i searched snark pit and the sdk documentation and the hl2world or whatever its called, with no luck
Posted 19 years ago2005-04-28 06:58:23 UTC Post #106240
i haven't used path_corners much yet, ground NPC's are the last thing on my to-do list, i know with Path_track's u set the speed of the npc in the values, if it's 0 then it won't change the NPC's speed, meanin if it's not initialy moving then it's gona stay still even when told to move. try settin the speed of the path_corner and having it start disabled, then add an output from ur NPC so that when it wakes that the path_corner is activated. Not guaranteed to work but it seems logical.
Posted 19 years ago2005-04-29 18:17:28 UTC Post #106417
WOW! Someone finally answered me. I have long since given up on that map, but this info might come in handy for the future. Thanks boyty
Posted 19 years ago2005-05-04 05:24:15 UTC Post #107246
i think i figured it out dude.. 4get what i said, u need an "aiscripted_schedule" entity. I found it in the prefabs for a scanner, the scripted schedule tells them how they should move to the path corners (walk, run etc..)
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