Gunship doesn't follow info_node_air

Gunship doesn't follow info_node_air

Re: Gunship doesn't follow info_node_air Posted by satchmo on Sun Jan 30th 2005 at 2:17am
satchmo
2077 posts
Posted 2005-01-30 2:17am
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I have a combine gunship in my single player map. It fires and
rotates but it doesn't move around. I have placed multiple
info_node_air in the map, but it seems to completely ignore them.

The other NPC's (i.e. manhacks) follow the info_node_air without any
problem. Do I have to do something different for the gunship?
Re: Gunship doesn't follow info_node_air Posted by Campaignjunkie on Sun Jan 30th 2005 at 3:02am
Campaignjunkie
1309 posts
Posted 2005-01-30 3:02am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
In HL, the Apache had to use path_corners, as did the Osprey. And I'm
pretty sure in HL2, every gunship encounter had it on a set path,
flying around the player. So maybe try setting a path with path_corners
(which is even easier in Hammer, since it supports automatic instancing
if you just clone the path_corners).
Re: Gunship doesn't follow info_node_air Posted by satchmo on Sun Jan 30th 2005 at 7:09am
satchmo
2077 posts
Posted 2005-01-30 7:09am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Thanks, CJ. I thought you'd be right, but when I implemented the
path_corners, the gunship still hovered at the spawning location and
just rotated. It still shoots and stuff, but it just doesn't fly
around the perimeter like I wanted it to.

Now I am really stumped. I have no idea how to make it work.
Re: Gunship doesn't follow info_node_air Posted by Rof on Sun Jan 30th 2005 at 7:37am
Rof
210 posts
Posted 2005-01-30 7:37am
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
The sdk_d2_coast_12 example map has a combine dropship set-up. It seems
to used path_tracks as the path, and gets a
"FlyToSpecificTrackViaPath" input to activate it.

The gunship is probably similar.

Hmm, I just decompiled a map with a gunship fight (d2_coast_04 - after
doing the bit with the crane and magnet), and it's got a really complex
entity set-up. It has any number of path_tracks defined, and the
gunship takes "SetTrack" and "StartPatrol" inputs.
Re: Gunship doesn't follow info_node_air Posted by satchmo on Sun Jan 30th 2005 at 5:33pm
satchmo
2077 posts
Posted 2005-01-30 5:33pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
After converting all the path_corners I initially set up to path_tracks
and using a trigger to "StartPatrol", the gunships works like a dream
now.

My setup isn't overly complicated, as it doesn't have any branching
point in the path_track loop. However, it stills works charmingly
and the gunship fights like a mad dog.

Thanks Rof. You didn't set your answer as "Possible Solution", so I cannot set your response as "Correct".
Re: Gunship doesn't follow info_node_air Posted by DozzyB on Fri Aug 8th 2008 at 10:44pm
DozzyB
5 posts
Posted 2008-08-08 10:44pm
DozzyB
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5 posts 1 snarkmarks Registered: Oct 22nd 2007 Location: uk
if you can get it to ignore the player please post it here, i am using an npc helicopter , from reading these posts im guessing it works similar to what your using. no matter what i try the helicopter swings round to face me as soon as, as far as i can figure, it notices me as it fly ahead, then it continues itsset path, i have tried all kinds of things, even setting up relationships and turning off agressive behaviour, plz help me out here .