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Posted

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.

Posted

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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Posted

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. ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted (edited)

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
Posted

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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