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Een vertaalprobleem melden
As for not being able to open the map, does Gmod give you any error messages or does it just crash? This is the first I've heard of such a problem, so it may be worth just trying again (maybe with your addons disabled, just to be sure).
As for the hunter, it depends which wall it happened on, I'll assume it was the one at the middle of the map, which I have a fix in mind for.
(Fourth Edit) Yes, I think the citadel nodes are glitched, I have a combine spawner in 3 positions but the one in the citadel armoury is not moving, they keep crouching and seem like they are glitched, this doesn't happen on the main surface line and underground I know that, but the citadel I having problems with, as I saying, the combine in the armory and further places don't want to move at all, Idk what can be causing this, propably the Ai Nodes in the citadel got broken somehow? Ok soo I have a spawner at the most highest point of the citadel, this combine soldier is constiantly switching targets with I correct, keeps crouching and getting up non-stop, same with the ones in the armoury, they keep doing these wacky movements, not move at all and keep looking at the ground as with X-Raying the ground to pick the targets.
Also idk where to say this, but I just noticed an entry into the ruins and citadel via one of the buildings, the ramp and door are clear soo that means that NPCs can pass through this building onto the bridge and into the citadel by the front entry, I found this while looking at my combine vs Rebel NPC Battle test, I can try sending a picture
(Also got a nice screen shot of rebel march into the citadel through the main entry :P)
Also the extra way in via the ruined building is intentional. It's meant to be a slower, but better covered entry way in and with the latest update is actually the only surface way in if the new gates shut over.
So far, I've found that NPCs really don't like going through the leftmost ruined building (leftmost when looking at the Citadel), which can cause issues when the gates around there get shut. I may well remove one of them and make the route through it's passage slower to compensate.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2171281457
The only other thing I can mention is that I tend to find that the strider performs a bit better in a multiplayer enabled game (even if no-one else joins), though the effect happens after the strider has already been dropped off.