scripted_sequence
point entity allows you to make a monster entity move to a specific location and/or perform a given animation.aiscripted_sequence
where some changes has been made to override AI related stuff.
monster_scientist
, for example). (Only one monster will be chosen to follow the sequence.)scripted_sequence
is triggered. See notes below for how this changes the usage of the entity.scripted_sequence
, then perform the animation.scripted_sequence
, then perform the animation.scripted_sequence
and perform the animation.scripted_sequence
's angle before performing the animation.scripted_sequence
but used by it's aiscripted_sequence
counterpart.scripted_sequence
when the monster is on a dying state.aiscripted_sequence
entity.aiscripted_sequence
entity.mic_idle
animations of Opposing Force human grunt.scripted_sequence
is triggered, the monster will perform their "Action Animation".trigger_relay
that would kill the trigger entity (e.g. trigger_once
) which is supposed to fire the scripted_sequence
. Do not kill the scripted_sequence
itself as it might lead to crashes!scripted_sequence
is triggered. Instead just put the angle you need in monster's properties.scripted_sentences
to be fired and timed to the scripted_sequence
.CBaseMonsteer::IsAlive
function which is used in CBaseMonster::CanPlaySequence
and doesn't do the correct check.You must log in to post a comment. You can login or register a new account.
the flowchart just demonstrates how confusing it really apparently is