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@John welcome back! With any luck, the gap until the next map won't be as long ehehe
@Peppino ey cheers
From what I've seen some texture replacement mods also don't play nice with this map, so could also try disabling those.
However, I reckon I can make it so that firing a flare gun (like the vj base one) into the air will call in a dropship for whichever area you're in. Gonna give that a try soon. If there's any other flare gun mods you'd want added, let me know. The filter for the trigger can support 5 types by default.
Definitely agree with adding more routes into the combine base. In retrospect, I should have probably integrated the gateway hub into the buildings below somewhat. It would require a lengthy redesign on this map sadly, but I've got some good ideas for the next.
@7david ay thanks :) As for the extra NPCs, I could probably make them work with the big gates, but the forcefields can only let one type of NPC through due to the way they work. (I had to cheat a bit to allow both metro police and soldiers)
@Nyonyo the prison's the big grey building just to the right of the tall gate under the combine base, it has a big yellow poster on it.
@Bob That would be nice ngl
@Emmanuel McCoy The one in the rebel base changes whether NPCs can operate the wall gates in the rebel base. (AUTO = yes, MANU = no, only the buttons work)
The Auto button in the Combine base is for random aircraft calls. When it's green, it'll summon random air support every now and again, and also sometimes recall active air support.
btw it'd be cool if you could make compatibility for https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2548809283 combine and rebels
WHERE IS IT
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.
thank you in advance