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Point EntityThis entity is similar to the normal scripted_sequence, except that it completly overrides the monster AI. Regardless of what you do to the monster, it will follow this sequence.
Attributes
- Name (targetname) - Property used to identify entities.
- Target (target) - When an entity is activated, it triggers the entity with the name specified by 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 an entity is triggered, it will remove from the game the entity specified by this property.
- 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 that this script affects (see notes).
- Action Animation (m_iszPlay) - This is the animation that will be performed by the targeted 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:<BR>
0 = No - Monster will perform the sequence wherever it is.<BR>
1 = Walk - walks to the location of the aiscripted_sequence, then performs its animation.<BR>
2 = Run - as above, but runs.<BR>
4 = Instantaneous - warps to spot.<BR>
5 = No-turn to face - monster turns to face the aiscripted_sequence, then performs the sequence.
- Ai Schedule when done (m_iFinishSchedule) - 0 = Default Ai, 1=ambush.
Flags
- Repeatable (4) - Lets the sequence be repeated more than once.
- Leave Corpse (8) - If the monster dies during the script, its corpse will be left. If not enabled, the corpse will fade away.
Inputs
Outputs
Notes
- If you want the script to act with all of a type of monster (monster_scientist for example) then enter that type in Target Monster rather than a Name.
*
Any damage taken by the monster while the script is running will take effect when the script finishes.
*
Use a model viewer to see the animations available to each monster.
m_iFinishSchedule
set to Default AI (0
), but will wait until the vent is broken when that keyvalue is set to Ambush (1
).