monster_human_grunt
entities) that are around, and when one dies, it attempts to replace it. All you really need to do to get it moving is a set of path_corner
entities that work in a loop, one pointing to the next. The monster_osprey
, when it's just flying around, will only use corners with speeds of 400 or above. Corners with speeds of below 400 will be ignored... unless it has to deliver more grunts to replace ones that get killed. In that case, it will stop at the next path_corner
with a New train speed of 0
, and a couple of grunts will swing down.
This is where it gets problematic: the monster_osprey
isn't programmed to handle movement in the same way something like the Apache is - it moves from point to point a bit like a regular func_train
, without banking or turning, unless you carefully set the corners up.path_corner
's Pitch Yaw Roll (angles
) property so that the Osprey moves around its own axes as it approaches turns. Just remember that the angles property of each path_corner
is applied to the monster_osprey
as it approaches that corner, rather than as it passes it.
Download the example map and have a look at how the Osprey moves. It could do with some more work, but it's better than without any angle properties.
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But does "tutorial the osprey with command" was really hard or not work?