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DieparBaby



Joined: 05 Dec 2006
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Location: London, Ontario, Canada, eh

PostPosted: Thu Dec 07, 2006 6:03 pm    Post subject: ai_disable Reply with quote

Just wondering if vanilla quake or WinQuake has an ai_disable console command. I've haven't been able to google one.

Thanks,
DieparBaby
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Sajt



Joined: 16 Oct 2004
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PostPosted: Thu Dec 07, 2006 6:11 pm    Post subject: Reply with quote

What makes you think it's called exactly 'ai_disable'?

'notarget' makes monsters ignore you unless you shoot them.
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DieparBaby



Joined: 05 Dec 2006
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PostPosted: Thu Dec 07, 2006 7:14 pm    Post subject: Reply with quote

Well I don't know if it's called ai_disable exactly but a search for "quake 1 disable ai" should turn up something if it exists. I just wanted to be able to turn the monster thinks off and on. I'm near the end of writing a quake c 'mod' to do it in case there isn't already a way.
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Wed Dec 20, 2006 11:00 am    Post subject: Reply with quote

There isn't a way, exactly.
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DieparBaby



Joined: 05 Dec 2006
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Location: London, Ontario, Canada, eh

PostPosted: Wed Dec 20, 2006 2:27 pm    Post subject: Reply with quote

Well you could add an extra field called .last_think which would store the last think
that an entity had before the ai was disabled through an impulse. Then you would
set the current .think function to SUB_Null. To turn the ai back on, set the .think
function to .last_think.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Wed Dec 20, 2006 11:33 pm    Post subject: Reply with quote

DieparBaby wrote:
Well you could add an extra field called .last_think which would store the last think
that an entity had before the ai was disabled through an impulse. Then you would
set the current .think function to SUB_Null. To turn the ai back on, set the .think
function to .last_think.


I'm afraid it's a bit more complicated, since the time stills going on, and a lot of things would be screwed (animations, calls to SUB_CalcMove and stuff alike). It would look more like they were frozen on time actually (which could be a funny thing to do just for fun).
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Entar



Joined: 05 Nov 2004
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PostPosted: Fri Dec 22, 2006 9:22 pm    Post subject: Reply with quote

In certain engines (like Vr2 and DarkPlaces) you can use sv_freezenonclients 1.
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Urre



Joined: 05 Nov 2004
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PostPosted: Thu Mar 15, 2007 11:37 am    Post subject: Reply with quote

A mod by the same guy who made Conquest (sorry, my memory sucks) had this ability, to freeze things by qc. Maybe it even was Conquest? See, I don't remember
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Entar



Joined: 05 Nov 2004
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PostPosted: Thu Mar 15, 2007 3:16 pm    Post subject: Reply with quote

Oh come on Urre, Wazat! Wazat made Conquest, and Jeht and all those other ones...
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Urre



Joined: 05 Nov 2004
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PostPosted: Fri Mar 16, 2007 3:32 pm    Post subject: Reply with quote

I should've known. Sometimes I just suck. Haven't seen Wazat in a while, that's probably why.
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