You might also want to double check that the animation activities are correct (not just the events) - developer 2 will give you a lot more NPC debug info, if a schedule is failing you should be able to figure out why.
I had an issue with an NPC recently not moving and it was due to a problem with the activity name (the NPC didn't have a weapon, so it didn't have an acttable to convert ACT_WALK into something it understood) - I added NPC_TranslateActivity to the NPC class and that resolved the issue. On 10/21/07, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I'm building my NPC from scratch, and i'm having trouble getting enemy > NPC's > to attack me, or other NPC's. > > This is a "From Scratch" Mod, but the AI has been enabled, and > relationships > setup, > > It has the assault behavior, and has all the capabilities to attack, but > it > just stands in place...and looks at me. And rotates as i walk around it. > > > Any help would be greatly appreciated. > > > -Michael Kramer > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

