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ai lazy

Posted: Mon Aug 11, 2003 6:54 am
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!

Posted: Mon Aug 11, 2003 1:13 pm
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.

oops

Posted: Mon Aug 11, 2003 2:52 pm
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

Posted: Mon Aug 11, 2003 9:12 pm
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.

Posted: Tue Aug 12, 2003 4:37 pm
by bdbodger
if you used $set insted of #set it may not work or maybe that is a typo in the post above.