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Raportează o problemă de traducere
It's just that this is one of the only maps on the workshop to have them (the other map I recreated the error on is Prospekt Defense).
In order to function, dropship-having maps have hidden 'template NPCs' which are then used as guides for what the dropship spawns. My best guess is that the drop-pod mod tries to do the same thing and ends up conflicting as a result.
The only fix would be to remove the dropships, but I'd rather keep them.
[Tood's NPC Drop Pod Tool v4] lua/entities/toods_dispenser/init.lua:185: attempt to call method 'GetEnemy' (a nil value)
1. unknown - lua/entities/toods_dispenser/init.lua:185
As for the dropships, I could experiment at some point, but I'm working on something new right now, no spoilers yet though.
@librik In my early designs for the map, the buttons for all the different things were going to be more spread out, and that pod would've been like an advisor pod with like a 'master control' panel. I ended up moving all the buttons to the control room, so it wasn't needed.
I decided to keep it around for RP stuff and what not. I always imagined it housing a specialised stalker unit that acts like a command relay, passing orders and reports between advisors and ground troops.