I am using the existing monster spawn points, and randomly choosing a place around that monster spawn point (within 128 units currently) to randomly spawn between 1 and 4 extra monsters. I have then modified the monster walk code in MONSTER.QC to remove any entity that is stuck in a wall. This works. However it dumps a lot of errors to the console from droptofloor and the actual check if the monster is stuck in a wall.
I am trying to figure out how to check the random spawn location of a monster, prior to spawning it. I want to see if that location (origin plus bounding box extents) is in a wall, or if a monster is already spawned there. droptofloor takes care of some of the cases, and unsticks them for me, however I want to avoid all the errors, and have the monsters spawned in the clear.
Is findradius supposed to return the world?
Like I said, it works as is, but its not clean.
Thanks.