Stopping Scis Created 20 years ago2004-03-13 07:50:10 UTC by Misty Misty

Created 20 years ago2004-03-13 07:50:10 UTC by Misty Misty

Posted 20 years ago2004-03-13 07:50:10 UTC Post #19213
I noticed sometimes in Half-Life if you lead a barney/sci to a certain point they will say "I refuse to take another step!" or something and not go any further. I wanted to do the same thing in one of my maps, to stop a sci walking into a certain hallway. Could someone please tell me how to do this? Thanks in advance :)
Posted 20 years ago2004-03-13 09:20:38 UTC Post #19214
Hmm...normally, their AI decides when to do that, but you could pass through a trigger_once that targets a looping scripted_sequence, a scripted_sentence so they say something, and the looping scripted_sequence (Just make it target itself) will stop them.
Posted 20 years ago2004-03-13 12:42:26 UTC Post #19226
monsterclip - read it in the HL Entity Guide
Posted 20 years ago2004-03-13 14:58:06 UTC Post #19243
can they only go where there are nodes?
Posted 20 years ago2004-03-14 04:08:22 UTC Post #19292
Yeah, Kol's right... monsterclip.
But while we are on the topic of Sci's stopping and refusing to take another step......
This normally happens because the Sci senses danger. A monster lurks around the corner, or there is every chance the Sci is about to be killed.
Keep this in mind when building corridors next to each other, even though you can't see the monster, the Sci will know it is there.

You don't have to info_node the place. When called, Sci's don't need info_nodes, but sometimes it helps.
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