Help with path_track

UK_Karlos

Newbie
Joined
Jan 26, 2006
Messages
158
Reaction score
0
I have a problem wit two of my gunships and a dropship. The dropship has its own path and the two gunships share one path.
The problem is that the gunships and the dropships seem to have problems following the paths, They will fly to the path using a trigger (flytospecificpath) but when the reach the fist path they stop and continue to spin around in circles. If i fire a missle at them they start to shoot me then fly to the next path in the track and start to spin around that one. Also on a wierd occation they will turn around and fly back to the first path that they flew to. it realy confusing ive followed a tutorial from akilling.com but it just dont want to work with me.
And how do u stop them from shooting me, ive tried disabling there ground attacks with a trigger but they still shoot. Tried adding an ai_relationship and made them friendly with me but they just igrone it.

What i want the gunships to do is to fly passed me like in the chapter of HL2 before u meetup with alyx for the first time
 
as for the path_track problem, have you tried following the tute at interlopers?

http://forum.interlopers.net/viewtopic.php?t=1770

regards the ai_relationship, if it's not working, you're setting up the entity wrong. the subject should be the gunship, the target should be "!player" (w/o quotes). either apply the relationship straight away or if you're spawning the gunship with a point_template, apply the relationship at the same time. btw use 'neutral' not 'friendly'. note: whatever relationship you set between a gunship and the player, the gunship will ALWAYS see incoming rockets as hostile and shoot them down

edit: on reviewing the interlopers tute, it's actualy incomplete. i've done the same thing you're doing in my own mod, and iirc i had to work some of it out myself in a test map

i think the last post in that tute is a clue though:

The most obvious input to make the ship fly a path only makes the ship go to the first path point. You need the input flytospecifictrackviapath or something like that, and make it target the LAST path_track. the npc will decide itself at which path_track it begins (the nearest)
 
Cool thanks for that i will see if that works, but could u point me to a site that has tutorials on ai_relationships and other things related to it.
 
So ur saying if i had a gunship allocated to a path 1-10. and i made it fly to path 10 using a trigger (flytospecificpath) but spwaned it at path 1 using a template maker, will the gunship follow path 1 untill it reachs 10 without stopping.
How can i make the gunship not fire at me. because there are no inputs u can have that say (disable gun) or something
 
Isn't there a flag that says "efficient - do not accuire enemies of avoid obstacles"

That should keep the gunship from fireing at you but if you havent done your path tracks right then you might just slam it into a wall...
 
Yeh there is but when u click the flag and complie the map the gunships spawn and they just sit in the sky like static props
 
UK_Karlos said:
So ur saying if i had a gunship allocated to a path 1-10. and i made it fly to path 10 using a trigger (flytospecificpath) but spwaned it at path 1 using a template maker, will the gunship follow path 1 untill it reachs 10 without stopping.
How can i make the gunship not fire at me. because there are no inputs u can have that say (disable gun) or something

this is what ai_relationship is for. set the relationship between gunship and player as neutral. it won't fire at you

didn't i say this already?
 
Back
Top