ai lazy

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bluelamb
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ai lazy

Post by bluelamb »

Hi folks,
Singleplayer: i have a bunch of enemy ai's who spawn when you reach the top of the church tower, they are hidden. i have made a spawnerdestination for them but they stay in hiding untill the player returns to the ground, then they all come out to play.
Q: how do i get them to move when they are first triggered and the player is sitting in the tower?

I have given them a maxdist of 10.

Any help greatly appreciated!
Angex
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Post by Angex »

Well if you're using the ai.scr to spawn them; your pathnodes need to be called enemyspawnerdestination. Also each node needs to have a corresponding #set and #group value.
bluelamb
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oops

Post by bluelamb »

Sorry I mistyped,
I have an enemyspawnerdestination with correct $set and $group values but have not set the other pathnodes with these values, I'll try that!
Thanks
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Alcoholic
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Post by Alcoholic »

The problem is probably because the ai can not find their destination. In the console, you might get errors like

ACTOR::MOVETO::CURRENTNODE::blah blah blah blah
REASON::UNREACHABLE PATH

Place info_pathnodes along the path, to help the ai find where he's going.
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bdbodger
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Post by bdbodger »

if you used $set insted of #set it may not work or maybe that is a typo in the post above.
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