View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002577 | The Dark Mod | AI | public | 24.01.2011 14:38 | 26.01.2011 01:04 |
| Reporter | Springheel | Assigned To | Springheel | ||
| Priority | normal | Severity | normal | Reproducibility | have not tried |
| Status | closed | Resolution | fixed | ||
| Summary | 0002577: No way to trigger waiting AI? | ||||
| Description | wait_for_trigger apparently doesn't work on our AI (it did on D3 AI). There are lots of times a mapper might want to trigger AI to do particular things when the player reaches a certain area (for example, an AI that needs to open a door at just the right moment so a player can slip in), so this would be a handy spawnarg to have. Or perhaps there are alternate ways to do this I'm not aware of? | ||||
| Tags | No tags attached. | ||||
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path_waitfortrigger works for me. I have a half-dozen AI in jail cells all waiting for triggers. Each is triggered by his cell door opening, after which he continues on his path. Edit: I see there's a "wait_for_trigger" spawnarg. A couple maps have used this with objectives, but none with AI. |
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Yes, the path node works fine; it seems to do everything wait_for_trigger does. |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 24.01.2011 14:38 | Springheel | New Issue | |
| 25.01.2011 05:14 | grayman | Note Added: 0003483 | |
| 25.01.2011 05:22 | grayman | Note Edited: 0003483 | |
| 25.01.2011 05:23 | grayman | Note Edited: 0003483 | |
| 26.01.2011 01:04 | Springheel | Note Added: 0003485 | |
| 26.01.2011 01:04 | Springheel | Status | new => closed |
| 26.01.2011 01:04 | Springheel | Assigned To | => Springheel |
| 26.01.2011 01:04 | Springheel | Resolution | open => fixed |
| 26.01.2011 01:04 | Springheel | Note Edited: 0003485 |