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.
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.
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).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
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