Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

ai_disable

| Inside3d Forums Forum Index -> Artificial Intelligence

View previous topic :: View next topic
Author | Message
--- | ---
DieparBaby Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh |

Posted: Thu Dec 07, 2006 6:03 pm Post subject: ai_disable |

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

Back to top |

Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Thu Dec 07, 2006 6:11 pm Post subject: |

What makes you think it's called exactly 'ai_disable'? 'notarget' makes monsters ignore you unless you shoot them. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

Back to top |

DieparBaby Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh |

Posted: Thu Dec 07, 2006 7:14 pm Post subject: |

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.

Back to top |

FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Wed Dec 20, 2006 11:00 am Post subject: |

There isn't a way, exactly. _________________

Back to top |

DieparBaby Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh |

Posted: Wed Dec 20, 2006 2:27 pm Post subject: |

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.

Back to top |

frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Wed Dec 20, 2006 11:33 pm Post subject: |

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).
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

Back to top |

Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Fri Dec 22, 2006 9:22 pm Post subject: |

In certain engines (like Vr2 and DarkPlaces) you can use sv_freezenonclients 1. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

Back to top |

Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Thu Mar 15, 2007 11:37 am Post subject: |

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 _________________ Look out for Twigboy

Back to top |

Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Thu Mar 15, 2007 3:16 pm Post subject: |

Oh come on Urre, Wazat! Wazat made Conquest, and Jeht and all those other ones... _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

Back to top |

Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Fri Mar 16, 2007 3:32 pm Post subject: |

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

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> Artificial Intelligence | All times are GMT
Page 1 of 1

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group