Combine Dropship

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Postby Slutty_hoe on Sat Jul 07, 2007 8:03 am

Dwin wrote:Grantax, how did you manage to get newly spawned soldiers to do the assault? In my tests, when you introduce new soldiers to the assault, they are only able to rally at the rally points but unable to proceed to the assault points. When you type developer 2 in console, a message displays with something along the lines of failing to get to the assault point.


Yeah im getting the same problem there not doing what there spose to they just wait at the rally point
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Postby punky on Mon Jul 16, 2007 4:59 pm

thank you for the tutorial the dropship flies as it should be but it doesn't drop anything... (combines spawn directly when i spawn and they should spawn when the dropship lands )
what did i possibly do wrong? :(
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Postby RobQ on Sun Aug 12, 2007 7:55 am

I think I see a bug or gotcha with the dropship: if it ever has two things to do then it locks up and hovers in place. For instance if you tell it to fly to path_track 10 (e.g. via "Target path_track"), but along the way track 5 calls LandTakeCrate, then the dropship will fly to the info_target and just hover over it. At that point it ignores any function calls and never recovers.
The work around seems to be to set track 5 as the destination, let it call OnPass/ !activator/ LandTakeCrate #, then on the dropship put an output of OnFinishedDropoff/ !self/ FlyToSpecificTrackViaPath/track 10.

punkyy1be wrote:the dropship [...]doesn't drop anything... combines spawn directly when i spawn and they should spawn when the dropship lands

You didn't click "Template NPC" under their Flags?

marnamai wrote:How can I prevent the dropship to fly in at high speed and passing its dropoff point.
Now it does that then hovers backwards, it looks really odd.

Ha, I like when it does that. Anyway, on the track that calls LandTakeCrate (or the one before that) try setting "New Train Speed" to something low. That's what I do to avoid clipping some buildings. I have another track call OnPass/ !activator/ MoveTopSpeed, but it doesn't look very good.
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Postby RobQ on Sun Aug 12, 2007 8:14 am

My unsolved dropship problem: the first npc_metropolice out of the crate jumps into the ground. It's usually just ankle deep and he recovers, but sometimes he ends up stuck in the ground waist deep. The next 3 do fine and never penetrate the ground.

Anyone else seen that?

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Postby Suran on Thu Nov 29, 2007 10:33 pm

how do i make the combine not shoot me until assualt?
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Postby thefilthelement on Mon Dec 31, 2007 12:12 am

Just have an ai_relationship between them and you be neutral, and trigger it off when the assault starts.
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Re: Combine Dropship

Postby darthwilson on Tue Nov 18, 2008 11:54 am

Could anyone please help me, i have the sequence perfectly made so that the dropship comes down near the end of my map after i walk past a trigger... after it unloads the police it then flies off and have it to disappear... however at the start of my level all i can hear if the dropship flying about... I want so that a trigger will spawn the dropship. So i have a trigger to spawn the dropship and then i can walk on my trigger to start the drop of sequence.. i just need help with the spawn one.. I have set my dropship under flags to template NPC so it wont spawn but i need something to make it spawn...
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Re: Combine Dropship

Postby Blink on Tue Nov 18, 2008 12:08 pm

You could try using a point_template to spawn the dropship - http://www.interlopers.net/tutorials/6550
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Re: Combine Dropship

Postby darthwilson on Tue Nov 18, 2008 12:31 pm

thanks for the help... unfortunately that didn't work =(
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Re: Combine Dropship

Postby chargers5583 on Tue Mar 31, 2009 6:00 am

very cool i am ready to test it out!
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