Well for an NPC derived of AI_BaseNPC your code is sound. I would advise
removing:

DEFINE_CUSTOM_AI;
AI_BEGIN_CUSTOM_NPC( npc_wolf, CNPC_Wolf )
AI_END_CUSTOM_NPC()

until you actually write some custom schedules and tasks. Look over other
AIs and learn how everything works.

On Sun, Feb 8, 2009 at 3:21 PM, Walter Gray <[email protected]> wrote:

> 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?
> >>
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> >
> >
> >
>
>
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-- 
~Ryan ( skidz )
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