Scripted_sequence parenting ? Created 17 years ago2007-10-16 14:30:05 UTC by Slasher_101 Slasher_101

Created 17 years ago2007-10-16 14:30:05 UTC by Slasher_101 Slasher_101

Posted 17 years ago2007-10-16 14:30:05 UTC Post #236478
Hey, I was messing around with npcs and scripted_sequence's and I wanted to parent a scripted sequence with its target,
so that as the npc tries to walk to the scripted_sequence, it will move away from the npc and so the npc would keep walking for ever.

The problem is that when the scripted_sequence is triggered, the npc walks to it, stops where the scipted_sequence would be if it wasn't parented, and then sort of teleports the same distance forward.

Its kinda hard to explain, but here is the .vmf and .bsp :
http://www.twhl.co.za/mapvault_map.php?id=4840

-Thanks for any help! :glad:
Posted 17 years ago2007-10-16 14:54:06 UTC Post #236480
I'm pretty sure you can't parent scripted sequences.

I may be wrong, but I've done a lot of work with them recently, and I don't think you'll ever get that to work exactly the way you're thinking about it now.

Sorry.
Posted 17 years ago2007-10-16 15:17:51 UTC Post #236482
Source doesn't like infinite stuff, I same thing with trains, you can't parant a path_track infront of it to make it keep going forever, the train will then just move to origo and stay there for some random reason.

But I believe you're wrong playbus, even tho Valve often implants stuff which doesn't work, I believe this one can be used.
Example!
The trainride in the beginning of HL2.
The citizens on the train MIGHT be using paranted scripted sequences.

But an other answer would be that they simply have set "move to position = No."

Anyways. Source and infinite stuff, no.
Tried it and it just doesn't work.
But if you would happen to succed, PM me cuz I really really REALLY want to know if this is possible.
But I think that's an update after ep 1.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-17 10:51:23 UTC Post #236514
Well, I can't get the parented scipted_sequences to work, but I've found an alternative which has the effect I was looking for:

Its not perfect, but it works for what I need it for,

1 npc_citizen
1 npc_bullseye partented to the npc
1 ai_goal_follow: Affects: npc_citizen / Targets: npc_bullseye

this makes the npc_citizen try to get closer to the npc_bullseye as the bullseye continues to move away from the citizen (keeping its distance)

This solution isn't exactly ideal, as I think you have to make the npc_bullseye move to make the npc_citizen follow it,
This can be done with a scripted_sequence to move the citizen. This will then move the bullseye and the citizen will try to follow it, (infinitly)

I'm still trying to find a better solution, as most AI things, such as nearby enemies, will take priority over the movement.
Posted 17 years ago2007-10-17 21:57:16 UTC Post #236552
Open the beginning level of HL2 from the vmf's valve has provided for us and see if they're parented.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2007-10-31 13:53:37 UTC Post #237423
I had a look at the map, and I can't really work out why you want to do this.

What's the point in making an npc walk in an endless straight line?

If you wanted to make the npc follow something else which is moving independently, I could understand that. But by parenting the walk-target to the npc, the end result is only ever going to be the citizen walking into a wall forever and ever.

If you tell me more about the situation that you want this to actually work in, I can probably help you achieve what you want. But your intentions don't make sense to me right now.
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