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Hiding AI on spawn

scripting doom 3

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#1 motorsep

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Posted 19 August 2014 - 01:23 PM

Doom 3 question (probably applicable to TDM too) is below.

I am not sure offhand, but can I spawn AI hidden? (via entity's property)
Can I hide AI via script right after it spawns ?

If yes, the question is if that AI is dormant and just hibernates until it's revealed via trigger or script ?

Thanks.

#2 Obsttorte

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Posted 19 August 2014 - 01:38 PM

The best way is to place the ai in a blue room, and teleport into the correct place once it is needed. If you want it to patrol after that, you can use a path_waitfortrigger.
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#3 motorsep

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Posted 19 August 2014 - 01:40 PM

But what if I want to avoid having blue room, because teleporting effect is not desirable ? (why is it blue btw?)

#4 Obsttorte

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Posted 19 August 2014 - 01:53 PM

It's just a name. You can use hide, but the ai will still behave as normal. You teleport it, and than you show it. Btw.: By teleport I mean simple changing its origin, which will not cause any effect at all. It is just there. If you want a certain effect, I would suggest that you get in touch with the particle editor. ;)
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#5 motorsep

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Posted 19 August 2014 - 02:12 PM

Ah, I get it. Thanks.

I was just hoping that it can be done to existing map, without modifying it [with blue room]. I imagined AI has a parameter/function to put it to "sleep" and then un-"sleep" it.

Edited by motorsep, 19 August 2014 - 02:19 PM.


#6 Xarg

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Posted 24 August 2014 - 01:36 PM

That would probably be the interleaved thinking settings, which determine how often an AI thinks, and is set in distance to player in units.

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