Jump to content
The Dark Mod Forums

Spawning AI on death


kingsal

Recommended Posts

Hello everyone,

 

I'm trying to put together a simple script for a character that spawns an AI (a rat) on the death. This character will be used several times throughout the map.

I currently have this set up similar to Obs crimewatch script where I call the script every second and it finds the AIs names and spawns the rat on death.

 

The problem:

I don't know enough about scripting have this only happen once (spawn a single rat and not one every second when the script is called).

 

I assume there is a bunch of different ways to do this, but this is as far as I've gotten:

void spawn_rat(string name){	ai ratspawner = sys.getEntity(name);	float health = ratspawner.getHealth();	vector origin = ratspawner.getOrigin();		if ( health < 1 )				{		ai rat = sys.spawn("atdm:ai_rat_small");			rat.setOrigin(origin);			sys.print("Spirit Spawned\n");		}		}void rat_spawner(){spawn_rat("ratspawner1"); spawn_rat("ratspawner2");spawn_rat("ratspawner3");          	}
Any ideas for a simple fix? I also considered trying to make this a single shot script that happens only on death, possibly using stims and responses? But I don't see a way to fire a response on death and I am not sure how to integrate something like this into the existing AI script. Edited by kingsal
Link to comment
Share on other sites

There is a "death_script" spawnarg on the ai that allows you to call a script once the ai dies.

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 2 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...