A call to GetSleepState in the AI's Think function reports a sleep state of 0 ( AISS_AWAKE ), so it doesn't seem like that's it.
This is the .cpp file. I suspect I'm missing a flag or just not setting some little thing somewhere. http://pastebin.com/d5194d798 Ryan Sheffer wrote: > Something that comes to mind is the AI sleep state which will make an NPC > blink to show that it is sleeping while not in the players PVS. This should > only happen when an npc is flagged to be checked against the players PVS. > Its for performance. > > Anyway, check NPCThink in CAI_BaseNPC and the function calls: > CheckPVSCondition(); > UpdateSleepState( bInPVS ); > > You will need to determine why your NPC is sleeping when it shouldnt be, if > that is, the npc is actually sleeping. > > On Sat, Feb 7, 2009 at 5:47 PM, Walter Gray <[email protected]> wrote: > > >> I've just created a somewhat skeletal new AI character following the >> tutorial on the wiki, and assigned it the antlion.mdl model as a >> placeholder. I went through, setup hammer and created a map with the >> npc entity placed in it, and it shows up just fine. The problem is that >> the model blinks on and off. Not some texture flicker, but the entire >> thing just flashes between being drawn and not at a roughly .5 second >> interval and I have no idea why. It seems to do this with other models >> as well. Has anyone seen this error before? >> >> _______________________________________________ >> 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

