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DieparBaby

Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh
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Posted: Thu Dec 07, 2006 6:03 pm Post subject: ai_disable |
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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 Posts: 1026
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Posted: Thu Dec 07, 2006 6:11 pm Post subject: |
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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. |
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DieparBaby

Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh
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Posted: Thu Dec 07, 2006 7:14 pm Post subject: |
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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 Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Wed Dec 20, 2006 11:00 am Post subject: |
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There isn't a way, exactly. _________________
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DieparBaby

Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh
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Posted: Wed Dec 20, 2006 2:27 pm Post subject: |
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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
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Posted: Wed Dec 20, 2006 11:33 pm Post subject: |
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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/ |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Thu Mar 15, 2007 11:37 am Post subject: |
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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 |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Mar 16, 2007 3:32 pm Post subject: |
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I should've known. Sometimes I just suck. Haven't seen Wazat in a while, that's probably why. _________________ Look out for Twigboy |
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