This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is already a system to control squad mates as you describe.
Take a look at the ai_ally_manager entity. It counts squad mates and fires outputs based on the count, which the mapmaker can then point at npc_template_makers to spawn more squadmates. Those squadmates are just templated citizens, so they can be busy doing things before the player shows up to recruit them. ________________________________ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Sent: Wednesday, September 07, 2005 1:58 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] New to Source and AI questions... This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Gentlemen, I'm new to the source engine, but a friend and I have some ideas laid out and we're working on it. Part of that is changing how the AI works. I've been to HYPERLINK "http://developer.valvesoftware.com/wiki/Main_Page"http://developer.valv esof tware.com/wiki/Main_Page and read a fair amount of that including HYPERLINK "http://developer.valvesoftware.com/wiki/AI_Programming"http://developer .val vesoftware.com/wiki/AI_Programming. I'm wondering if there is more information on modifying/creating the AI? For instance, how do I spawn a NPC at the start of the map? Our idea requires squad mates and those squad mates will change in numbers as you progress through the maps. I'd rather not have static NPCs on each map, but be able to spawn an NPC based upon how things went last map, for instance. I didn't see much on the answer to this... Any help you can offer and especially any example code or the like you could link me to (I haven't seen much on websites that pertains specifically to AI) would be really helpful. Thanks much, Matt -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005 -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders