aiscripted_sequence: maybe I�m doing s Created 7 years ago2016-11-05 09:31:10 UTC by abbadon abbadon

Created 7 years ago2016-11-05 09:31:10 UTC by abbadon abbadon

Posted 7 years ago2016-11-05 10:22:26 UTC Post #332203
Hi!, I´m working right now on aiscripted sequences for the two Ascaries falling from the boreholes in the ceiling, though I am finding some troubles with it because I was never able to make those scripted sequences very well.

I am following some tutorials, but they semm to be done for Worldcraft/Hammer, and the entity aiscripted_sequence´s definitions does not match with how they are done in WC/H.

Anyway, I´ll try to make it work (I am asking again for help, haha).

The sequence is made with 4 entities:
monster_generic

Targetname: asc1

trigger_auto

Target: anim1
Delay: 30
Remove on fire: YES

aiscripted_sequence #1

Targetname: anim1
Target: anim2
Delay: 66.6
m_iszEntity: (that´s how it is defined in Quark but it says that it´s Target Monster, the same item of Hammer) asc1
m_iszIdle: idle_on (also, Quark says that it is not necessary, but if I don´t put it, the monster_generic plays any of the idle sequences randomly) idle_on
m_iszPlay: (this is how the the animation tab is defined in Quark) deploy

aiscripted_sequence #2

Targetname: anim2
Target: anim3
Delay: 30
m_iszEntity: asc1
m_iszIdle: idle_stand
m_iszPlay: idle_stand
repeatable: YES

aiscripted_sequence #3

Targetname: anim3
Target: shake2 (a simple earthquake effect for the fall)
Delay: 10
m_iszEntity: asc1
m_iszIdle: idle_off
m_iszPlay: die
Leave Corpse: YES
This is how is configured, what I obtain is this:

1. The ascari stands into the hole in the idle_on animation. That´s OK.
2. The ascari falls and after 5 secs it starts the deploy anim. OK too.
3. First glitch. Before the idle_stand it performs the idle_on/idle_off animation very quick. :/
4. The die animation never happen.

I receive this error in the DEV console:
"asc1" found and used

script "anim1" using monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand

...
etc, etc (it says this continuously) :(

The model has only ACT_IDLE (1 and 2) for the idle_on and idle_off animations, the die animation has not declared the ACT_DIESIMPLE part.

So that´s weird, it almost works fine except for only one animation and the program finds the monster and then says that it cannot play an animation that´s present and played!.

What did I do wrong?
Posted 7 years ago2016-11-15 06:57:31 UTC Post #332290
Well, no matter how much I try to make this work right it seems to act independently as if it was some kind of living being.

The sequences sometimes work, others stop working for no reason. The only animations that worked fine are the idle->fall/deploy, the rest (idle_stand, die, dead_idle) does not work at all.

I want to give a try to the multimanager entity, but since there´s no smartedit button in Quark, I don´t know exactly how to make the tutorials on TWHL work for my map.

Have some of you any experience with multimanagers/aiscripted and scripted sequences in Quark?, or in Hammer, arriving at this point of no responses I really don´t care, I just want to solve this to pass to another aras in ZWC´s development...
Posted 7 years ago2016-11-15 15:40:00 UTC Post #332292
Ok, nevermind, I got it after a bunch of hours of testing. I´m glad it has a fix!. :crowbar:

Thanks for the help anyway :rly:
Posted 7 years ago2016-11-15 17:33:33 UTC Post #332295
Mind posting your fix here so that future generations can look to this thread if they have the same problem?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-11-15 23:07:49 UTC Post #332297
Basically is what you told me ages ago, Dr.Orange. (script1 targets script2 so, when the animation of script1 finishes and targets script2, its animation starts and when it finishes script2 targets script3, and so on and on...)

And thanks for being the only to reply :crowbar:

I have had to play with values a bit but... it kinda work this time. :\

Well, sometimes it does not, but it seems to be related with something I do when I spawn, but, because I don´t know exactly what is that thing and what other thing will be causing the problem, I left the scene as it is.

EDIT: I have re-done all using trigger_once entities and the original row of aiscripted_sequence entities. Seem to work fine too. But the ascari, when shot in the "head" interrupts the "deploy" anim and restarts it again each time it receives a shot. Weird, aiscript_sequences are meant to be un-interruptable!, maybe I have to code the monster_generic entity to be invulnerable...

Oh, if so, you must re-write the last lines of this:

http://twhl.info/wiki.php?id=121

;).

I´m happy that you gave me the solution!! :) So you are on credits!! ;)
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