Oh, thank you. That really helps.
To be honest, that would do it amazingly well for me. I need to factions
fighting each other, so it's perfectly fine to have two hive minds
hammering at each other using their puppets. Now here comes a possibly
stupid question (since I haven't actually started out with the SDK yet,
still writing down notes and planing things): The L4D code isn't
available is it? None the less, thank you very much, that just gave me a
new perspective on things.

Matt Hoffman escreveu:
> This is, from what I understand, is each zombie doesn't think on it's own.
>
> In current Source, any npc_* creates it's own NPC, using it's own logic,
> thinking on it's own. However, in L4D, all the zombies are just "effects' of
> a puppet master, who uses the zombie models as fingers. He thinks for them,
> recieves damage for each "finger", and generates responses. Therefor, not
> each one things, but one central unit thinks, and gives individual
> responses.
>
> Think a hive mind. :)
>
> On Sat, Dec 6, 2008 at 9:14 AM, Gustavo Ramos Lira <[EMAIL PROTECTED]>wrote:
>
>   
>> Hmm I see. Meaning all the AI would eat up the processor right?
>> I can only think of 2 solutions:
>>    -Have less NPCs on the scene at each time, and keep spawning them
>> (but that won't give the "epic" feel I'd like it to have);
>>    -Have scripted characters that don't really have to think, but that
>> will probably make it look "fake";
>> I am intrigued though, because Left 4 Dead has a lot of NPCs on scene at
>> a time, and that doesn't seem to have any effect on how the game behaves
>> (that is, doesn't cause slow downs or anything). Any suggestions?
>>
>> Olly escreveu:
>>     
>>> Its probably more of a problem because of the AI logic rather than
>>>       
>> actually
>>     
>>> rendering lots of entities.
>>>
>>> 2008/12/6 Gustavo Ramos Lira <[EMAIL PROTECTED]>
>>>
>>>
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