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Teleporting patrolling AI


Springheel

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Has anyone experimented with teleporting patrolling AI into a map? I have some AI that I want to teleport into the map at a later date, but I want them to be both alert, and patrolling.

 

I have an AI in a blue room, and the patrol points set up in the map where I want them. When the AI teleports in, he just stands there and doesn't go to the patrol point. If I make the AI dormant, then he does patrol properly after teleporting (but I don't really want him to be dormant).

 

I suspect what's happening when he's not dormant is that he's trying to reach the first patrol point, but can't because it's not connected to his room, so he quits trying. By the time he teleports, he's already given up.

 

I'm not sure of the best way to get around this problem, so I'd appreciate some advice from anyone else who has tried this. Would putting a waitfortrigger on the AI be the best option?

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Would putting a waitfortrigger on the AI be the best option?

 

That should work. Put him on the waitfortrigger and teleport him when you need him. Surround the teleport destination with a trigger_once_entityname and have that target the AI. It will recognize the incoming AI and trigger its target, the AI itself, and he should start his patrol.

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I do this routinely with the stim&response system:

 

Make the path_corner stuff you want. Check the coordinates of your first path_corner.

Insert your AI character in your blue room, do not give him any targets.

Make a stim&response func_static that

a) teleports your AI to the coordinates of the first path_node.

b ) gives the AI new target, the first path_node.

 

Easy as pie.

Clipper

-The mapper's best friend.

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