Thanks, that helps... But what's wrong with this:
:state=19:activate=thug (pistol),state=20
The thug (pistol) doesn't show up when this trigger comes...
Is there anyway to let an unit spawn using triggers?
I know there is (With the IFUSED field...but that only works for 1 name...)
And this also doesn't work: (That's the MAIN AI of the Entity character)
;Artificial Intelligence Script
;Header
desc = Hunt And Pace Waypoints
;Triggers
:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse
:nearactivatable=0:settarget,activatetarget=2,animate=1,state=0
:state=0:state=9 <-----Note These
:state=9:timerstart,state=10 <-----Note These
:state=10,timergreater=10000:activate=1,state=1 <-----Note These
:state=1,plrcanbeseen:settarget,state=2
:state=1,random=20:rotateheadrandom=65
:state=1,random=60:rotatetoplr
:state=1,shotdamage=2:settarget,waypointstop,animate=1,rotatetotarget,resethead,state=4
:state=1,noiseheard=5:rotateheadrandom=85
:state=2:waypointstop,rotatetoplr,state=3,shootplr
:state=3:animate=1,waypointstart,state=0
:state=4,plrcanbeseen=46:settarget,state=2
:state=4,random=20:animate=2,waypointstart,state=1
;End of Script