Code: Select all
(script startup respawner
(sleep_until (<= (ai_living_count 0000) 0))
(ai_place 0000)
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Code: Select all
(script startup respawner
(sleep_until (<= (ai_living_count 0000) 0))
(ai_place 0000)
)
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I love you and also how do you change it to continuous?VSG19902 wrote:Sadly it only works once. But if you change it to continuous it wont stop so idk.Code: Select all
(script startup respawner (sleep_until (<= (ai_living_count 0000) 0)) (ai_place 0000) )
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Cool, so you're figuring out the AI paths?Trulife8342 wrote:ok, Today I promise there will be a Full fletched AI mod, im not going to say what map its on, But its going to be *** awesome, Its still not 100% ready for release, just know that AI does move.
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Code: Select all
(script startup respawner
(sleep_until (<= (ai_living_count e1_mars_johnson) 0))
(ai_place 0000)
)
Code: Select all
(script startup respawner
(sleep_until (<= (ai_living_count 311) 0))
(ai_place 0000)
)
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What were you doing to that marine?smacktalker wrote:unarmed grunt madness xD
http://www.behemothnet.net/stoner/AI-dopeygrunts.mpg
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