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Point EntityThis entity allows you to make a monster perform a pre-scripted animation.
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).
- Idle Animation (m_iszIdle) - This is what the monster will return to after performing the Action Animation.
- Action Animation (m_iszPlay) - This is the animation that will be performed by the targeted monster.
- Search Radius (m_flRadius) - The script will look for a valid monster in this radius. Set this to 0 if you want the script to be triggerable only.
- 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 - Monster will perform the sequence wherever it is.
1 = Walk - walks to the location of the scripted_sequence, then performs its animation.
2 = Run - as above, but runs.
4 = Instantaneous - warps to spot.
5 = No-turn to face - monster turns to face the scripted_sequence, then performs the sequence.
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.
- interpolate (16) - removed
- No interruptions (32) - The script will not stop for any reason.
- Override AI (64) - If this is enabled, the normal AI will be overridden.
- No Script Move (128) - Only turn this on if the monster jumps to a new position after playing the script. It should make the monster re-sync with its AI.
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.
- Use a Model Viewer to see the animations available to each monster.
the flowchart just demonstrates how confusing it really apparently is