by Wazat » Wed Dec 02, 2009 4:56 am
As Doc Shadowborg pointed out, your precache functions etc should be moved into the spawn function of the monster that creates these creatures on death. Precache should only ever happen during the map loading. Darkplaces handles it nicely, but other engines probably won't.
The fact that your monsters aren't performing their own target acquisition worries me though. Perhaps something is missing in the animations that handles the target searching (i.e. ai_stand etc). Can you post the code for the animations?
Actually, it may be that nothing is wrong with the animation code. It could very well be that the fix Dr. Shadowborg posted will fix it. As he said, your spawn function was modifying self instead of a newly spawned entity, so it was setting all this info on the pod. Perhaps something was going awry there. Although modifying the original entity and turning it into the infection shouldn't hurt anything presumably... You just can't spawn multiple infection monsters that way.
If Shadow's fixes don't get your spawnlings searching for the player, let's have a look at the walk, stand, run etc animations.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.