AI script help Created 16 years ago2008-01-09 20:41:46 UTC by bloaty_cs bloaty_cs

Created 16 years ago2008-01-09 20:41:46 UTC by bloaty_cs bloaty_cs

Posted 16 years ago2008-01-09 20:41:46 UTC Post #243070
another question, i have made my monster_barney come and open a door for me...now he just stands there.. is there a way to make him move somewhere right after he opens the door?
Posted 16 years ago2008-01-09 20:46:46 UTC Post #243071
Another scripted_sequence without an action triggered after he opens the door.
Posted 16 years ago2008-01-09 20:49:32 UTC Post #243073
But how do i do it? like how do i connect the two?
Posted 16 years ago2008-01-09 20:51:35 UTC Post #243074
If you're using a multimanager, which you should be, just add the new scripted_sequence at a later time, preferably AFTER the door opens.
Posted 16 years ago2008-01-09 20:54:28 UTC Post #243075
What do i type in the multimanager to make it so he goes after he opens the door
Posted 16 years ago2008-01-09 20:58:24 UTC Post #243076
The name of the scripted_sequence, and the time in value.

I'm just going to use an example of what I think you are using, WITH MY OWN NAMES!:

barn_opendoor 0
lab_door 4
barn_walkaway 5

So with it set up like that, when the multimanager is triggered, barney will open the door and walk off.

Sorry if you can't read it that well. I haven't got much sleep lately.
Posted 16 years ago2008-01-09 21:11:11 UTC Post #243078
That's kind of a shoddy way of doing things, since you could interrupt Barney's path at any time and the whole sequence would screw up. Fortunately, scripted_sequences have a property that allows you to trigger another entity after it's finished its sequence. Use this to trigger a multi_manager that opens your door and, a second later, triggers the other scripted_sequence for Barney to walk off to. Quite simple, really.
User posted image
...I have way too much time on my hands.
Posted 16 years ago2008-01-09 21:25:55 UTC Post #243081
Hmm, I was thinking of looking at that, because I could've sworn there was an option for that.

But in my laziness I looked at aiscripted_sequence instead.
Posted 16 years ago2008-01-09 21:31:01 UTC Post #243083
Thank you guys, i understand it now... works wounderfully =D
Posted 16 years ago2008-01-09 21:32:38 UTC Post #243084
aiscripted_sequence doesn't have that option too? That's odd.
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