I wrote the AI section there hoping that someone would eventually add
more to it, it's supposed to be an overview of how the AI works
regarding states, conditions, tasks and schedules, so it's only useful
if you want to create custom npc's with custom behaviours.

You can spawn AI with npc_create, it should not be hard to do something
similar dynamically.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Sent: 07 September 2005 21:58
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


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