ai squad triggers
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- Posts: 130
- Joined: Tue Apr 04, 2006 4:54 pm
ai squad triggers
ok, as some of u know u need to edit the deathzones in sp to spawn ai. well i want to know how to link specific squads to a certain trigger (death zone) anyone know how?
i think it is script based considering im trying to use those in a vehicle teleporter script.

"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
Basicly it would be used for something like telling and entire squad in the area to do something. I could post an example later if you want.

"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
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- Posts: 130
- Joined: Tue Apr 04, 2006 4:54 pm
If i read it right you want to spawn ai when you get to a certain spot in order to do that you have to write a script to get it to be triggered when you hit the trigger zone. An example script would be one from old membasa...
You would have to write a script like that to get something to spawn. The "tv_e13_cov_creep0_6_begin" is the trigger zone. That is how it is linked to the ai.
Code: Select all
(script dormant e13_cov_ghosts1_main
(begin
(sleep_until (volume_test_objects tv_e13_cov_creep0_6_begin (players)) 15)
(ai_place e13_cov_ghosts1)
))

"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)