Uhh... correct me if I am wrong, but you just activated or spawed the enemys after you turned on the lights (I don't think the 'light too dark to be seen' in the code works that well)? I would sudjest keeping them patroling leaving an level of AI running.
Also, don't turn on offense while going on defense, ignoring shots fired at you while walking to cover (runfore=big number) isn't exactally the most inteligent looking thing. Personally, I would sudjest covering 250-150 units and firing at intervals.
Another thing, if you use timer ANYWHERE in your script it will not work propperly.
More Things, Control his firing manually, don't let a grouchy rateoffire condition do it... Of course the problem is that FPSC might not like being told to fire the pistol 3 times in 300ms... but it does look better then autofire.
Random, Ignore BenA. Reload your weapons, don't turn it off. Just have the enemys hide. (And remeber to pre reload)
:Random=1000:hudtext=Also, you want to encorporate the 'default ai' behaviors into all the other AI's. Simply rotating and following does not really cut it, you want them to continually preform smart moves, for instance, run into the other room for cover.
Finally, try to achieve AI that does not require 'special cercumstancs' or many preset up fields or waypoints. The easier to implement the more success you will have. The problem is that the harder it is to implement the better the AI will be... it depends on what you want most, great AI or great customers.
@flashing snall:
you can... just place a small model shaped like a lightbulb up where the light is, make him an enemy with an ifused=light.
Tada... Bang Bang, lights out!
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