by Quake Matt » Mon Aug 14, 2006 11:53 am
Well, if all else fails, it's time to use bprint! Add some code into the monster AI (ai_run() should be called every frame, found in ai.qc) that constantly spews out some information, like the classname and origin of the monster's enemy. Also, do the same for your player-finding function, before and after FoundTarget(). That should let you know what your monster's thinking and when it does and doesn't have the right target.
As for your bounding box, you've got it set to a non-valid size. I only learnt it fairly recently, but Quake BSP only supports two sizes and anything else will probably go a bit wonky. I can't remember exactly what the sizes are, but you can find them in defs.qc, called something like VEC_HULL_MIN and VEC_HULL_MAX for the upper and lower bounds.