FOT Editor question:
I've have a section where 3 npc's can be put under player control after talking to them.
It works but there are two issues I can't get around.
If you move an entity from a non-human playerId>1 to a playerId=1(human) the player will not be able to adjust the sentry mode for the unit until a save/reload sequence. Kind of a pain.
I tried starting the npc on the human team and switching them at startup to a playerId>1 team, the sentry mode problem goes away! BUT now you can't make these units walk waypoints grrrr.
I'm hoping there are some settings with move or aggression that can overcome the problem??
Is there an example of this behaviour in some map?
My current work-around is to clone the npc's, make them human, hide them, then pull a switch by teleporting them and deactivating the npc's, very clunky.
I've have a section where 3 npc's can be put under player control after talking to them.
It works but there are two issues I can't get around.
If you move an entity from a non-human playerId>1 to a playerId=1(human) the player will not be able to adjust the sentry mode for the unit until a save/reload sequence. Kind of a pain.
I tried starting the npc on the human team and switching them at startup to a playerId>1 team, the sentry mode problem goes away! BUT now you can't make these units walk waypoints grrrr.
I'm hoping there are some settings with move or aggression that can overcome the problem??
Is there an example of this behaviour in some map?
My current work-around is to clone the npc's, make them human, hide them, then pull a switch by teleporting them and deactivating the npc's, very clunky.