scripting Created 18 years ago2005-10-30 05:49:27 UTC by William123456 William123456

Created 18 years ago2005-10-30 05:49:27 UTC by William123456 William123456

Posted 18 years ago2005-10-30 05:49:27 UTC Post #144430
I am making a mod were I am going to make a scientist says "don't you find this all rather fascinating" (SC_QUESTION7 in the sentences.txt) and then die, how to make it? (I can use scipted_sentence and the other thing a bit, but not both at once.)
Posted 18 years ago2005-10-30 05:59:44 UTC Post #144432
Er, why "not both at once"?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-10-30 06:00:32 UTC Post #144433
I have, but how to use both of them in the same map
Posted 18 years ago2005-10-30 06:01:44 UTC Post #144434
Have you actually tried? Show some initiative.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-10-30 06:03:14 UTC Post #144435
yes, but just forget it I am having problems when I set a scientist to do both scripted_sentence and the other thing
Posted 18 years ago2005-10-30 06:08:54 UTC Post #144437
Read the multi_manager tut and put one in , its really simple once you know how
Posted 18 years ago2005-10-30 06:48:50 UTC Post #144441
Remember to use scripted_sequence for the dying part, not sentence.
Posted 18 years ago2005-10-30 15:02:22 UTC Post #144479
Make a multimanager that will target the scripted_sentence that will make the scientist talk and after a few seconds make the multimanager target a aiscript, that will make the scientist play a death animation(action animation) with the leave corpse flag.

If you want the scientist talk while he is sitting on the floor,like in the blast pit, make a multimanager that will target a script at the beginning of the level(a trigger_auto,with the trigger state set to on, will target that multimanger) that will make the scientist play that sitting idle animation. Place in front of the scientist a trigger_once that will target another multimanager. That multimanager will target a trigger_relay, with the trigger state set to off, that will target the first script.(the one that plays the idle animation) after 0.1 seconds(not less) it will trigger a second script(or aiscript if you don't want it to be interapted if you shoot the scientist) that will play the action animation,the one that the scientist talks and dies afterwards(check the leave corpse flag). At the same time that the multimanaget will target the second script it will also target the scripted_sentence that will make the scientist talk.(remember when using scripted_sentences always write the name with capitals and with a ! before it) ;)
You must be logged in to post a response.