Quote: " I have randomized their spawns sufficiently but the actual respawning of them after dying with the new AI module system seems impossible."
Ive been having tremendous issues with this exact issue. Thank you bolt for dialogue up. I've encountered many strange bugs as well trying to implement with legacy AI too where it would seem more easier to attempt.
I was finding once a character ragdolled all kinds of bizarre and unpredictable things were happening in my attempts to get them to respawn to either their starting position.
Quote: "though instead of using the exit, perhaps inflate the health to 1000+ and when it drops below 1000 treat that as the trigger to respawn with the original init positions and states. Anyone else have anything to pitch into a possible solution for the above?"
I've had zero problems with respawning before ragdoll, takes effect (using health tricks like that). Its just not very ideal as they vanish like a ghost after you headshot them. And if i were to avoid ragdoll and use an animated death, it just feels very late 90's early 2000.
Maybe an addition to the setup.ini to include the when enemies die and "vanish" they are not actually removed from the map entirely. Just hidden? I'm not sure how complicated this process would be to implement. Or maybe there is a better internal solution others can think of or Lee? I think if we do allow for enemies to still be "alive" while ragdolled it would add a whole new level of interactivity. For instance body looting and Preben's GG Loader AGK video showing body flinching when shot after dead and ragdolled.
I do like that enemies disappear after a certain time when the player is not looking at them. But its unfortunately there is no way to bring them back on to the map after this takes place during the engines exiting process.