The Standard "Zombie Eating" S Created 15 years ago2008-12-29 21:42:55 UTC by StoneFrog StoneFrog

Created 15 years ago2008-12-29 21:42:55 UTC by StoneFrog StoneFrog

Posted 15 years ago2008-12-29 21:42:55 UTC Post #260742
Yeah. To be honest I have never used a looping scripted sequence before, so I'm having trouble with this. I have your standard zombie eating, who will stand up when the player hits him.

The scripted_sequence to make him eat has:

Idle Animation: eatbody

That's it. Everything else is at default, and the Override AI flag is on.
This was the scripted_sequence to make him stand:

Action Animation: eatbodystand

No flags.
It works, except when I hit the zombie, he will turn to face me and THEN do his "standing up" animation. I cannot get him to retain his original direction when he stands up. I've looked at the TWHL tutorial and Valve's maps, but don't get what I'm doing wrong. I also tried with "Override AI" on the second sequence. It should theoretically make him avoid turning to react to the player, but it doesn't. I even tried setting the yaw of the second sequence to match the first, but he still turns to face me.

What's up?
Posted 15 years ago2008-12-29 22:32:27 UTC Post #260743
try setting the angle of the second scripted sequence to face where the zombie is initialy facing, or using the "Don't turn" property. I forget if normal HL has that, but I think It does. As a last resort, try setting the first to have the action as well and delete the second. I've never actually tried it... Maybe have the zombie trigger the sequence on damage?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2008-12-30 08:26:17 UTC Post #260761
Isn't there a 'No interuptions' flag or something?
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2008-12-30 14:18:52 UTC Post #260772
"No interruptions" causes the sequence not to occur at all.
Posted 15 years ago2008-12-30 15:27:20 UTC Post #260775
did you try an aiscripted_sequence?
I think that runs regardless of player interference
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-12-31 00:17:48 UTC Post #260812
aiscripted_sequence only has an "Action Animation" field. His eatbody animation is an "Idle Animation" and when I use it in an aiscripted, obviously, it'll only play once.

I could make that sequence repeat, but I never mastered that and it's just more entity work than is probably needed.
Posted 15 years ago2008-12-31 01:15:36 UTC Post #260816
Okay, I just tried this, and really it's not as hard as you think at all. You don't need to set the animation for him to stand up, the game will play the animation automatically when you damage the zombie.

These are all the custom settings for my scripted_sequence:

Name: eatersofthedead
Target Monster: zombie
Idle Animation: eatbody
Move to Position: Instantaneous (could be anything for you)
Flags: Repeatable

And for the zombie:

Name: Zombie
Flags: None

That's it. Unless the animation you chose for the zombie to stand up is somehow different than the default animation, this way I did it works great. The setup takes a total of three entities including the zombie, the scripted_sequence, and the trigger_auto to trigger the sequence when the map starts. and I can't even remember if scripted_sequences need to be triggered if they're unnamed. :roll:
Posted 15 years ago2009-01-23 08:33:18 UTC Post #261888
isnt there a way to use one scripted_sequence for both an idle animation and a action animation (unless that was wat srry just said, and I didnt understand)? Its been a looong time since i worked with animations.
Jessie JessieTrans Rights <3
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