Newsgroups: rec.games.computer.quake.quake-c
Path: clanworld.com!news.webspan.net!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsswitch.lcs.mit.edu!world!dodo
From: dodo@world.std.com (Dean ODonnell)
Subject: Re: Civilians!
Message-ID: <EqAKyE.B1G@world.std.com>
Organization: The World Public Access UNIX, Brookline, MA
References: <6f6h65$bvk$1@irk.zetnet.co.uk>
Date: Mon, 23 Mar 1998 21:56:38 GMT
Lines: 20
Xref: clanworld.com rec.games.computer.quake.quake-c:5581

In article <6f6h65$bvk$1@irk.zetnet.co.uk>,
The Priest <Priest@the-lair.com> wrote:
>I have a problem that I am absolutely desperate to find out the answer
>to. I am trying to turn the soldier enemy into a civilian for a mod I
>am working on but to do this I need to be able to stop the soldier
>from attacking me.
>NB: This does not mean I want to soldier to stop being able to SEE the
>player, just stop it firing at him/her.
>Has anybody got any ideas?

I"ve done this with the Knight.  Basically I removed all references to
ai_melee and substituted ai_walk in the code.  I don't have it with me, but
if you want, I'll email you the code I have.  I used different models too, a
man and a woman (the man points to you when he sees you, and the woman puts
her hands to her face in that "Home Alone" kinda way).  It was kinda messy--
they still make knight sounds because I didn't have to worry about sound (it
was part of a show).

Dean

