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One workaround is to type "ent_fire func_tank stopfindingnpcs" in the console every time the map is loaded/resets. (cheats must be enabled if it's a multiplayer server)
Setting NPC manning points, enabling the spawnflag, allowing it to look for NPCs, etc. Click here for more details.
If you're talking about the Emplacement Gun addon for Gmod, it's just a replica of the HL2 turret. (the one in this map is a genuine HL2 turret) The replica cannot be controlled by NPCs.
And I am loving this now.
It should work with plain Gmod. No CS:S required.
Oh, darn. I forgot about that. There is no navmesh, and I apologize for that. I'll see if I could add one in the coming update.
I already mentioned that in the first comments. It's been happening for a long time, even after countless recompilations. It does not appear in the editor. I was hoping it was an error with my own client. You can even see the hole in the screenshots.
If someone has an explanation and/or solution to this, please comment.
Half-Life 2 is not needed, because Garry's Mod already has its textures, etc. built-in. Content from its episodes are not needed.
If that was a sarcastic joke, I'm sorry. I'm also sorry if you are offended by me thinking it was a sarcastic joke.
Yes. All human NPCs, including Combine Soldiers and Metrocops, will use the turret. Spawn one within walking distance near the turret, and the NPC will run to the turret to use it. However, if you are right behind a hostile NPC using the turret, he/she will not get off of it to attack you. It also involved setting up an info_target to show where the NPC would move to use the turret.
I wonder.
So If I spawn an Combine Soldier / Metrocop / Citizen near the Turret... Will they automatically with the right animation set lock on the turret?
So basically it wasn't really an entity problem but a node problem to get freshly spawned npcs to work on the turret or is the npc spawnflag a thing?
Anyway, CUTE MAP <3