The Teleport Point script determines what model to display at a teleport point, and what the enemy is capable of doing from that point.
Point ID: This is an identifier for this point that can be used to prevent other enemies from using similar points. If two or more teleport points anywhere in the level share the same ID, only one enemy at a time can ever occupy one of those points. This is useful for situations like the attack spots near the office door, or if you only wanted one enemy to be visible in a certain room at any given time.
Character Model: This should point to the Renderer of the model you want to display at this point. If you leave this blank, it will automatically fill it at run-time with the first Renderer it finds underneath it. If for some reason you can’t/don’t want to child your model to the teleport point, then you can manually set it here.
Can Attack: Whether the enemy can start an attack from this point. If true, then upon reaching this point, the player will have a certain amount of time to shut the door to prevent being killed.
Can Cancel Attack: If set to true, the enemy will have a chance to cancel its attack from this point and return to its route rather than killing the player. The chance scales down the higher the level difficulty. Useful for attack spots that are harder to see.
Linked Light: If this point should only be seen when a specific light is turned on, set that light here. The model will only be turned on when the light is, ensuring that the model can’t be seen in the dark.
Linked Door: If the enemy can attack from this point, then this should be set to the switch that controls the door to block the enemy.
We’ve broken down the individual pages in the AI Controller settings category for each part.
Browse this link for more game AI settings from the AI Controller documentation.