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InsideQC Forums • View topic - ai_disable

ai_disable

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ai_disable

Postby DieparBaby » Thu Dec 07, 2006 6:03 pm

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

Thanks,
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Postby Sajt » Thu Dec 07, 2006 6:11 pm

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

'notarget' makes monsters ignore you unless you shoot them.
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Postby DieparBaby » Thu Dec 07, 2006 7:14 pm

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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Postby FrikaC » Wed Dec 20, 2006 11:00 am

There isn't a way, exactly.
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Postby DieparBaby » Wed Dec 20, 2006 2:27 pm

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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Postby frag.machine » Wed Dec 20, 2006 11:33 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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Postby Entar » Fri Dec 22, 2006 9:22 pm

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Postby Urre » Thu Mar 15, 2007 11:37 am

I was once a Quake modder
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Postby Entar » Thu Mar 15, 2007 3:16 pm

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Postby Urre » Fri Mar 16, 2007 3:32 pm

I was once a Quake modder
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