As Seth said..."unfortunately there is no way for the current engine to determine if the player is presenting a weapon, or not."
The idea of the 1-9 activating and the 0 deactivating works, except for that mouse wheel.
Currently, there is no way to toggle that off. (that would make a nice feature for a future update though - *winks @ Lee*)
Having only one weapon doesn't work for a fix either, because the user can go from unequiped to equiped without detection.
Having one weapon does limit this "cheat" that the users would have, unless you disable it with an outside program as vorconan suggested, but I know of none off hand.
Anyway here is the script mentioned/linked-to above that has been modified.
Hitting 1 through 9 (equiping any weapon) causes them to start shooting.
Hitting 0 makes them stop attacking.
If you wanted them to continue attacking after they start even, if you unequip your weapon afterwards, then change the following line...
:scancodekeypressed=11:activate=0,state=0
to...
:scancodekeypressed=11:activate=0
Anyway, here is the
;Artificial Intelligence Script
;Header
desc = AIness
;Triggers
:scancodekeypressed=2:activate=66
:scancodekeypressed=3:activate=66
:scancodekeypressed=4:activate=66
:scancodekeypressed=5:activate=66
:scancodekeypressed=6:activate=66
:scancodekeypressed=7:activate=66
:scancodekeypressed=8:activate=66
:scancodekeypressed=9:activate=66
:scancodekeypressed=10:activate=66
:scancodekeypressed=11:activate=0,state=0
:state=0,animationover=2,random=36:animate=2,rotatey=90,state=1
:state=0,animationover=2,random=35:animate=2,rotatey=-90,state=1
:state=0:animate=2,state=1
:state=1,raycastback=0 31:pivotrandom=180
:state=1,raycastback=0 -31:pivotrandom=180
:state=1:movefore=8
:state=1,plrdistwithin=350,plrcanbeseen,activated=66:rotatetoplr,state=2
:state=1,plrdistwithin=100,noiseheard=1,activated=66:rotatetoplr,state=2
:state=1,shotdamage=1:rotatetoplr,state=2
:state=1:state=0
:state=2,plrdistfurther=400:state=0
:state=2,ifweapon=1:state=3
:state=2,ifweapon=0:reloadweapon,state=3
:state=3,random=7:state=6
:state=3,random=10:state=7
:state=3,raycastback=0 31:pivotrandom=180
:state=3,raycastback=0 -31:pivotrandom=180
:state=3,healthless=19,shotdamage=1:pivotrandom=360,state=4
:state=3,shotdamage=1,random=3:state=6
:state=3,plrdistwithin=300,plrcanbeseen,random=1:rotatetoplr,settarget,useweapon,rundecal=6,state=2
:state=3,plrdistfurther=300:state=5
:state=4:animate=5,runfore=10
:state=4,animationover=5,plrdistwithin=300,plrcanbeseen:rotatetoplr,settarget,useweapon,rundecal=6,state=2
:state=4,animationover=5:state=5
:state=5:rotatetoplr
:state=5:animate=5,runfore=3
:state=5,animationover=5:state=2
:state=6:animate=4,strafe=90,rotatetoplr
:state=6,animationover=4:state=3
:state=7:animate=3,strafe=-90,rotatetoplr
:state=7,animationover=3:state=3
;End of script
.
Hope it helps until the mouse wheel problem gets worked out.