behind_you wrote:my first help request. how do i:
make certain enemies fight each other (ie some bots are with human players, some are against, and some attack everyone)
im making a model with animations but i can get quake to animate them properly. how do i tell quake which frames to animate at a specific time and in which order?
First, some basic knowledge:
All the game logic is controlled using QuakeC, which is an interpreted language created for Quake, and thus most of the gameplay aspect can be customized without engine changes at all. You write your game iin QuakeC, compile it into a progs.dat (or qwprogs.dat if you're modding for QuakeWorld), place it inside a folder under the main Quake folder, and call glquake.exe -game <folder>. Bang, your mod is running.
Replace glquake.exe with your preferred engine, the rest is the same.
So, to your first question, the answer is quite simple: by default the Quake gameplay already has a .teamplay attribute defined for every entity in the game, so setting it properly and changing a bit of the ai.qc file would be enough to make bots fight together (or against) a player team.
In fact, IIRC the FrikBot mod already works in this way, so no need to coding at all. Download the FrikBot mod, read the instructions and it's very likely there's enough to your needs there.
For your second question, you can grasp the way animation works in Quake by reading the player.qc or any monster .qc file. I'd recomend to check first the monsters code since it's a bit more easy to understand.
Of course, you'll need to download the QuakeC source code to do that, and a QuakeC compiler (I recomend frikqccgui if you're not used to command line programs) if you want to experiment with it.