aiscripted_sequence (Half-Life)
Last edited 6 years ago2018-06-04 04:54:42 UTC
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aiscripted_sequence - Point Entity
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
- Name (targetname) - Name is a general attribute used to identify entities.
- Target (target) - When this entity is triggered, it will trigger the entity specified in Target.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- KillTarget (killtarget) - When this entity is activated, the entity that is specified in KillTarget will be removed from the game.
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
- Target Monster (m_iszEntity) - The name of the monster entity that this sequence affects.
- Action Animation (m_iszPlay) - The name of the animation that will be performed by Target Monster.
- Repeat Rate ms (m_flRepeat) - The above search will be performed with intervals of this length.
- Move to Position (m_flMoveTo) - How the monster moves:
- 0 = No - The monster will not move or turn. It will perform the animation wherever it is.
- 1 = Walk - The monster will walk to the aiscripted_sequence, then perform the animation.
- 2 = Run - The monster will run to the aiscripted_sequence, then perform the animation.
- 4 = Instantaneous - The monster will instantly warp to the location of the aiscripted_sequence and perform the animation.
- 5 = No-turn to face - The monster will turn to face the aiscripted_sequence, then perform the animation.
- Ai Schedule when done (m_iFinishSchedule) - 0 = Default AI, 1 = ambush.
Flags
- Repeatable (4) - If enabled, the sequence can be repeated more than once.
- Leave Corpse (8) - Affects what happens to Target Monster's corpse if it dies during the sequence. If enabled, the corpse will be unaffected. If not enabled, the corpse will fade away.
Notes
- If you want the sequence to be performed by all of a type of monster (monster_scientist, for example), you can enter that type into Target Monster rather than a name.
- Any damage taken by the monster while the sequence is running will take effect when the sequence finishes.
- You can use a model viewer to see the animations available to each monster.
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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
).