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Enemyfinder being stupid

Posted: Sat Nov 27, 2010 7:33 am
by DisConnected
So, I'm working on a map where theres a bunker, with 2 turrets. Nodrawed it to prevent the player from sniping or grenading the bunker, and npc_enemyfinders find the players for the gunners to shoot (probably not the best way to do it, but that's all I could think of).

Thing is, when I launch the game, and then the map, the enemyfinders completely ignore me, and go for the NPCS that are with you at the time. I reload the map, and it's fixed. Apparently they only ignore me the first time I launch the game and that map. But wait, there's more! The combine mortars that shell you work fine (also use enemyfinders), it's just those turrets.

Console brings back a string of letters that say something like:

Code: Select all

MasterRequestRestart. Your server needs to be restarted in order to receive the latest update

Pops up twice, and after reloading does not pop up anymore.

My main concern is will this effect servers, or will it only effect servers the first time the map is launched? And hopefully, is there a way to fix it? Oh, and any idea why nodraw blocks visibilty? I think it might be the bunker prop, but not sure...

Re: Enemyfinder being stupid

Posted: Sat Nov 27, 2010 11:15 am
by Andrax17
none of those things causes that message to pop up, because i dont have any of those things in my map and i get that message :D

Re: Enemyfinder being stupid

Posted: Sat Nov 27, 2010 12:58 pm
by Gary
Do you have an ai_relationship making the enemyfinders hate the players?

Re: Enemyfinder being stupid

Posted: Sat Nov 27, 2010 2:44 pm
by fug4life
Make sure in your AI relationships, that the priority is = for the allies and the player, or if anything have the players priority one higher. though equal should eb fine. Also have a trigger multi applying the relationship, either when players spawn or just in the map continously re-triggering.

Re: Enemyfinder being stupid

Posted: Sat Nov 27, 2010 7:14 pm
by DisConnected
Have that, I tried having a logic_timer fire every 10 seconds to re-apply the relationship, and that doesn't work. Relationship is set to hate the players more. It's just that one time when I load up the mod and then the map, it breaks. Fine after that. Anything else?

Re: Enemyfinder being stupid

Posted: Sun Nov 28, 2010 1:15 am
by fug4life
brush tied to trigger multi, not logic_auto. Thats all I can suggest.

Also try setting the priority to 2 for all them, I used to have you rproblem with say zombies attacking citizens & the player, they either attack one or the other, I know lowering it to 2 helped me. Pluse I have all relationships under two names normally, all the hate are named 'hate' and all the like named 'like' (I nearly always name them this way).

Re: Enemyfinder being stupid

Posted: Sun Nov 28, 2010 2:13 am
by DisConnected
I didn't name mine. "Start Disabled" flag. I'm using a logic_timer, by the way.

Re: Enemyfinder being stupid

Posted: Sun Nov 28, 2010 10:05 am
by fug4life
Well, what I'm trying to say to you is, try changing your methods. :hithead:

Logic entities still need to be triggered (i.e a player can not directly trigger them with out the involvement of other entities). Just use a trigger multi with a reset delay of 0.01 that covers where players spawn.

And if you have relationships with both hate and like and niether are named, then you have a conflict!

Sorry if I sound more direct, its just I feel like I'm repeating myself. If your above post was to tell me its fixed, then please say so!

I know it may not seem directly related to your actual problem, its just with hammer sometimes you have to explore all angles.