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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...



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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


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