Creating Custom AI - entities
See Creating Custom AI - decls before proceeding
idAI2 - Reference
Reference the original idAI2 file for the vanilla AI and copy it into a separate text file. Like the the entitydef decl file, this links all the decls together in a usable format. You will need to copy all of the decl references in this entity, just like for the entitydef file.
materialRemap is used to apply the custom textures to the new demon. Under renderModelInfo, a materialRemap parameter can be added (if it does not already exist). The following is an example.
renderModelInfo = {
model = "md6def/characters/monsters/gargoyle/base/gargoyle.md6"; // base gargoyle model to use
materialRemap = {
num = 2;
item[0] = {
from = "models/monsters/gargoyle/gargoyle"; // replace existing texture
to = "models/customization/monsters/mancubus/set12/mancubus_guns_set12"; // to this
}
item[1] = {
from = "models/monsters/gargoyle/gargoyle_body";
to = "models/customization/monsters/mancubus/set12/mancubus_body_set12";
}
}
}
Notice that the set12 skin for the the Mancubus is used. See Creating Custom AI - textures for more information.
idTarget_Spawn - Reference