@ Gamer X
Those are great tutorials. May we post these on FPS-Media in the guides section? Would hate to lose these down the road and there is some great information in these.
@ Talwyn
Some of the scripts used with characters (such as the WW2 soldiers, etc) have the command "plrcanbeseen" in the script. If you place the character and right-click on the character, you will see the scripts that character uses (IIRC they are usually in the scriptbank\people folder). I would think the scripts could be modified so that they did not respond to the player by removing the "plrcanbeseen" parts. For example, I use this common script for my WW2 soldiers to walk waypoints and they will attack the player:
;Artificial Intelligence Script
;Header
desc = Hunt And Pace Waypoints
;Triggers
:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse
:nearactivatable=0:settarget,activatetarget=2,animate=1,state=0
:state=0:state=1
:state=1,plrcanbeseen:settarget,state=2
:state=1,random=20:rotateheadrandom=65
:state=1,random=60:rotatetoplr
:state=1,shotdamage=10:settarget,waypointstop,animate=1,rotatetotarget,resethead,state=4
:state=1,noiseheard=5:rotateheadrandom=85
:state=2:waypointstop,rotatetoplr,state=3,sound=audiobank\ww2\scenaric\general\misc_halt.wav,shootplr
:state=3:animate=1,waypointstart,state=0
:state=4,plrcanbeseen=46:settarget,state=2
:state=4,random=20:animate=2,waypointstart,state=1
;End of Script
However, if the theory works, I could remove the "plrcanbeseen", "rotatetoplr", or "settarget" parts and just modify it so the character walks the waypoints only. I have not tried it myself yet, but all you can do is experiment and try it out. So then it would look something like this:
;Artificial Intelligence Script
;Header
desc = Pace Waypoints
;Triggers
:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse
:nearactivatable=0:animate=1,state=0
:state=0:state=1
:state=1,random=20:rotateheadrandom=65
:state=1,random=60:rotatetoplr
:state=1,noiseheard=5:rotateheadrandom=85
:state=2:waypointstop,state=3
:state=3:animate=1,waypointstart,state=0
:state=4,random=20:animate=2,waypointstart,state=1
;End of Script
The code may not be correct, but that would be the gist of it. Just to demonstrate removing the "actions" that tell the character to "interact" with the player.
Cheers
Mike