use pace10.fpi and delete or comment out:
:state=1,noiseheard=5:settarget,rotatetotarget,rotatetoplr
and
:state=1,random=60:rotatetoplr
He'll then only divert when the player is
seen and ignore sounds.
;Artificial Intelligence Script
;Header
desc = Pace Waypoints, If See Player, Rotate And Shoot
;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,shotdamage=10:settarget,animate=1,rotatetotarget,resethead,state=2
:state=2:waypointstop,rotatetoplr,state=3,shootplr
:state=3:animate=1,state=1
;End of Script
You could also, instead of removing the sound check, add a distance check to it so that he will stop and turn if you're very close and making noise/walking.