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thanks man that helped**Edit they wont attack each otherMaybe is there a way i can make a script where the combine soldiers shoot in the direction of the metrocop and kill himBtw this is latest leaknet build of hl2 beta
If you don't need the metrocop to do any metrocop stuff, and just die, you can replace them with a monster_generic set to use the metrocop model. And then ai_relationship should work, because monster_generic and npc_combine_s don't share the Combine class.
I got it fixed dont worry im actually working the final part of my map pack im presented with another issue though when i trigger the changelevel i spawn outside the map and all the npcs from the previous map duplicate into the next map
Info_landmark has little to do w/ the entities issue (it does fix spawning outside the map, though). They get duplicated because, when the trigger_changelevel gets triggered, it compiles a list of entities that need to be transfered to the next level. That includes, first of all, the player, then the player's weapon, and the followers, but also any dynamic entity in the info_landmark's PVS. There's two ways to fix it. One is to close off the changelevel area. Optimise it. Put it behind areaportals, so the entirety of the level, with all the stuff, is not visible from that point, and compile with VVIS, of course. Another is to add a trigger_transition. If a trigger_trainsition is present and tied to the trigger_changelevel, the latter will look only for entities inside the trigger_transition, and not collect everything fom the PVS. TLDR: either move your changelevel to a small isolated room or corridor, or add trigger_transition next to it, and name it the same as the info_landmark.