aiscripted_sequence
Last edited 5 years ago2019-05-19 02:43:34 UTC
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Like the
scripted_sequence entity, the aiscripted_sequence entity allows you to make a monster entity move to a specific location and/or perform a given animation. Unlike scripted_sequence, aiscripted_sequence completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence.
Attributes
- Target (target) - When this entity is triggered, it will trigger the entity specified in Target.
- Delay before trigger (delay) - Target and KillTarget will be triggered this many seconds after the animation is performed.
- KillTarget (killtarget) - When the sequence is completed, the entity that is specified in KillTarget will be removed from the game.
- Name (targetname) - Name is a general attribute used to identify entities.
- Pitch Yaw Roll (Y Z X) (angles) - The monster will turn to face the given yaw angle before performing the animation. Pitch and roll are not used.
- Target Monster (m_iszEntity) - The name of the monster entity that this sequence affects. You can also input a monster type (monster_scientist, for example). (Only one monster will be chosen to follow the sequence.)
- Action Animation (m_iszPlay) - The name of the animation that will be performed by Target Monster.
- Search Radius (m_flRadius) - If you input a monster type into Target Monster, the entity will pick a monster within this radius of the entity to follow the sequence. If none are within the radius, the first monster to enter the radius will follow the sequence.
- Repeat Rate ms (m_flRepeat) - Seemingly unused.
- Move to Position (m_fMoveTo) - Sets how (or if) the monster moves before performing the animation:
- No (0) - The monster will not move or turn. It will perform the animation wherever it is.
- Walk (1) - The monster will walk to the aiscripted_sequence, then perform the animation.
- Run (2) - The monster will run to the aiscripted_sequence, then perform the animation.
- Instantaneous (4) - The monster will instantly warp to the location of the aiscripted_sequence and perform the animation.
- No - Turn to Face (5) - The monster will not move, but will turn to the aiscripted_sequence's angle before performing the animation.
- AI Schedule when done (m_iFinishSchedule) - Doesn't seem to do anything.
Flags
- Repeatable (4) - If enabled, the sequence can be repeated more than once. Otherwise the entity will be removed once the sequence is complete.
- Leave Corpse (8) - If a character dies in a script with this flag set, it's animation is frozen in the last position, and a "corpse" is left. Otherwise, dead characters will fade out.
Notes
- Any damage taken by the monster while the sequence is running will take effect when the sequence finishes. If another aiscripted_sequence targets the monster immediately afterwards, then the monster will take the damage at the end of the string of sequences.
- You can use a model viewer to see the animations available to each monster.
- A scripted_sequence entity with the "No Interruptions" flag checked is practically identical to an aiscripted_sequence, but with a handful more options.
Related Pages
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m_iFinishSchedule
set to Default AI (0
), but will wait until the vent is broken when that keyvalue is set to Ambush (1
).