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InsideQC Forums • View topic - QC Clean. Individual AI scripts

QC Clean. Individual AI scripts

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QC Clean. Individual AI scripts

Postby Blackstar1000 » Sat Dec 03, 2011 7:09 pm

Hey guys. I'm using a clean base QC. As far as I can tell all of the major monsters in single player all run out of ( ai.qc )

Now I have done some messing around with this but I cannot get to the conclusion I have been looking for.
Also any modifications to the script I do in ai.qc will lead to further problems later on.

Essentially I want to have a few different .qc files that different "characters" in my world can use for their brains.

Guards that will attack on a trigger or when attacked (entering an unauthorized area) - this will use guard.qc
Pedestrians that will attack only when attacked - ped.qc
enemies that will attack on sight - enemy.qc

Can someone give me some advice? How would I start to set this up? How exactly can I dismantle ai.qc into more workable scripts? Is there someone who can tell me how to get to a basic ai that has just brains enough to follow path nodes and perhaps locate a player when needed?

Am I going about this incorrectly? Thanks again.
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Re: QC Clean. Individual AI scripts

Postby frag.machine » Sat Dec 03, 2011 11:24 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: QC Clean. Individual AI scripts

Postby Blackstar1000 » Sun Dec 04, 2011 5:39 pm

Thanks it works swimmingly. I was very close to achieving this but taking a much longer rout. Now, what is the easiest way of getting this monster_type1. (the one that is made the exception) into the game?

Simply renaming the entity monster_type1 in worldcraft obviously will not show the monster. I do recall there being a way to add custom entities to worldcraft, though it has been a long while since I have done so.

What is required to get this custom monster to spawn? Do i simply add this to the worldcraft library somehow or do I need to set this guy up somewhere else in the .qc files?

I imagine I have to do both.
Thanks again for all the help, you guys are wonderful.
Knives out. Catch the mouse. Squash his head. Put him in your mouth.
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Re: QC Clean. Individual AI scripts

Postby Blackstar1000 » Sun Dec 04, 2011 5:55 pm

Also I have added

@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_type1 : "Type" []

to the .fgd for worldcraft. still trying to find a way to define this new class.
Knives out. Catch the mouse. Squash his head. Put him in your mouth.
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Re: QC Clean. Individual AI scripts

Postby frag.machine » Mon Dec 05, 2011 2:05 am

Oh sorry, I should be more clear: there are no such monster_type1 or monster_type2. It was just some names I made up to serve as an example.
Let's say you want that all regular monsters, except, say, rotweillers and fiends, become "neutral" to the player. Replace "monster_type1" in my example with "monster_dog" and "monster_type2" with "monster_demon1".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: QC Clean. Individual AI scripts

Postby Blackstar1000 » Mon Dec 05, 2011 4:16 am

Haha I understand that. I'll come back to the question later though. I have made some major breakthroughs on my third person camera so I'm going to set aside some of my AI work as of now. Thanks again though, it's a really big help in getting the sort of feeling that I want.
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