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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

 The idTarget_Spawn entity is used to spawn the custom AI. You will need more per custom AI that you want to spawn. Make sure to change the spawn positions for each.

See Also