#Any way to fix NPC's not moving?
1 messages · Page 1 of 1 (latest)
do you have a trigger or logic auto to start this choreographed scene ??
yes
here are the triggers
run the level with developer 1 and look for any red text that'll be errors why its not running
is the flags set for npc's
oh okay let me do that
no errors at all
they still do the thing
(ignore the citizen queue start 4, it was in the map d1_trainstation_01 map as well)
why are the triggers showing as normal brushes in game are they really set as trigger multiple's
showtriggers_toggle
what game are you compiling this for
hl2 with 2003 assets
i added some assets form the retail, so it sjust a hybrid between the 2003 and 2004 versions
ok heres the reason
huh, weird, it was the same as in the valve maps
huh.
its not finding the entity and it stops the npc in front from moving away blocking the exit
...there isnt any citizen_queue_start_4 in d1_trainstation_01
and it works normally
super weird
i remember putting it into a test map and it worked fine withotu the 4th one, i removed the map thinking i wont be needing it anymore
its super weird
any way to make it work again?
yeah really strange, try adding another npc_citizen name citizen_queu_start_4
yeah
also, there is a info_target that stops the citizen fogrm moving until the cop has done a scene(either left or right point)
1 min
not the problem either
it has to do something with the nodes
currently trying to see if the nodes are the problem
its not its this now
thats the 2003 beta stuff.
ignroe that
it spawns npc_citizens with cheaple as a baxckground at the train part
its nto the problem
i was planning on removing it since it had no use to me
hmm not suree what else it could be :/
all the triggers work
the cop does his thing
the citizens move as well
its just the nodes are the problem
i cant ifgure out how to fix it
i might have found it , just testing now
?
i think its this entity by the metrocop the search radious wasn't big enough for a citizen to be in so make the distance further
OH
That might explain everything
the 1st npc walks a bit then stops i think the target goal is to far or not enough info_nodes lead to it and a path for the npc isn't made to go to it :/
Huh
Should I send you the d1_trainstation_01 file as a comparison?
(The one that wasn’t decompiled, an actual vmf valve used)
ignore the dev textures ,, the red cube top right is where the npc's should walk to np's are on the left of the picture the node layout isnt quite good to form a path t he goal
I actually added more during the time I was trying to fix it
…no dice
i have the leak vmf's i'll compile trainstation_01 now see if it works
alr
hmm its really strange why they don't walk any further
ok i moved the metrocop back a bit moved the info arget a bit and changed the info nodes layout and it worked
here what i did , rename it before you use thou or it might over write ur version
okay, thanks 👍 ill add the stuff inside of my map
@austere folio wtf is half life 2 high
whattttt
wtf lol
yeah, i dont know whats wrong with my hl2
idrk
ah i think i know ,, this trigger sets off a timer to move the npc from the info_target to the node around the corner if the player doesn't set it off the 1st npc will only walk out by the metrocop
?
Are you sure you aren’t talking about the trigger where a guy is being taken away by a Metrocop
its nto a timer?
its the count of how many people are in the queue
if triggered, it removes 1
or something
super weird
ah ok
i just figured otu the issue
the ai_sequences werent close to info_target
after moving them close to the exit point, everything started working
thats looking great