You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
At first, I believed that npc_clonecop had some sort of special behavior in maps, or an input flag of some kind was necessary to make him damage the player, despite starting with D_HT towards the player. I spent an hour looking around until I found the key between the NPC I have placed and the NPC in the map ez2_c6_1 was the "Can Join Player Squad" spawnflag [524288].
It is likely this is simply just an FGD mistake.
It is possible this behavior extends to other NPCs, though I have not checked this.
Steps to reproduce
Steps to reproduce the behavior:
Spawn an npc_clonecop as he comes in hammer.
Inhale the same oxygen he does.
Don't get damaged.
Expected behavior
npc_clonecop should ideally not have this flag or this flag should be disabled by default,
OR if npc_clonecop is D_HT towards the player, and he has damaged them, a DevMsg should fire to let mappers know. that it should be off for npc_clonecop, as he is a hostile NPC by default.
Additional context
(Optional) Add any other context about the problem here.
Creating npc_clonecop with npc_create, will make him function normally.
The text was updated successfully, but these errors were encountered:
met-nikita
pushed a commit
to met-nikita/source-sdk-2013
that referenced
this issue
May 9, 2024
Describe the bug
At first, I believed that npc_clonecop had some sort of special behavior in maps, or an input flag of some kind was necessary to make him damage the player, despite starting with
D_HT
towards the player. I spent an hour looking around until I found the key between the NPC I have placed and the NPC in the mapez2_c6_1
was the "Can Join Player Squad" spawnflag [524288].It is likely this is simply just an FGD mistake.
It is possible this behavior extends to other NPCs, though I have not checked this.
Steps to reproduce
Steps to reproduce the behavior:
Expected behavior
D_HT
towards the player, and he has damaged them, a DevMsg should fire to let mappers know. that it should be off for npc_clonecop, as he is a hostile NPC by default.Additional context
(Optional) Add any other context about the problem here.
Creating npc_clonecop with npc_create, will make him function normally.
The text was updated successfully, but these errors were encountered: