Huge AI boost for NPC's

nX1

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first, bind a key to this command
"Bind <insert Key> "ent_setname combine." i chose the name combine u can use any name really that doesnt matter. The way this command works is after u spawn a NPC, lets say a combine_s what you do is then point ur xhair at the npc and hit the key u bound to the command. That sets the NPC's name to combine. Next in the console, type: ent_fire combine setsquad 1. That then puts the NPC in squad 1. Then spawn another combine soldier and name it with your bound key as well. and use the squad command again above. now both of your NPC's are in squad one. You can continue the process with as many npc's as you want. The npcs communicate more efficiently if you have them all in a squad. They share info, and take turns attacking and covering eachother.
If this wasnt clear let me know.
 
But that's just one group. What do you do with resistance members, and alike?

And are there any "squad" commands you can se?
 
no they did, but when u spawn NPCs they arent set in a squad
 
for a different NPC just use a different name, and a different squad number. and i dont know about squad commands, im kinda nubbish at that
 
Old thread, I know, but did anyone figure out any other ways to improve the AI like this?
 
Here's what I do

- npc_create npc_(metropolice, combine_s etc.)

- Ent_fire npc_(whatever npc's i just created) setsquad 1 0, this will make all of the npc of that kind work as a squad.

The citizen and Combine_s have the abillity to : ent_fire npc_(citizen or Combine_s) startpatrolling 1 0, this will make them patrol the grounds they're on when not attacked.

Note - setsquad should be activated AFTER you have spawned the desired NPC's, same goes for startpatrolling. NPC's will only behave like tactical squads in places where the developers have put " info_nodes". I haven't found a way to put info_nodes in the game myself without making the game crash, but use places that have NPC's near them like the big ramp at the start of Highway 17.

Have Fun!
 
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