Escorting Barney Created 15 years ago2008-12-30 22:48:38 UTC by StoneFrog StoneFrog

Created 15 years ago2008-12-30 22:48:38 UTC by StoneFrog StoneFrog

Posted 15 years ago2008-12-30 22:48:38 UTC Post #260801
More scripted_sequence troubles. Ugh.

I have a segment in my map where Barney walks down a hallway to open a door for you (you don't lead him). Along the way, headcrabs teleport in (triggered by multi_managers set off as he passes certain scripted_sequence entities).

Now, I have a problem. I do NOT want Barney fighting the headcrabs. Solely because after he is done, he always goes back to his normal AI and forgets about his sequence. However, if I DISABLE his AI, then he will die after completing the sequence, like Valve characters always do in "non-interruptable" sequences.

I either need to manage a way for Barney to keep his AI intact (so he can die along the way) but resume his path when done, or a way to disable his AI but allow him to die normally and not at the end of the sequence.

I'm almost certain Valve had done something like this during HL1. Any ideas?

I have tried both scripted and aiscripted sequences, played with both "Non Interruptable" and "Override AI" flags, but can't get a winning combination.
Posted 15 years ago2009-01-01 20:30:31 UTC Post #260946
Tick "prisoner" on Barney. He wont attack and headcrabs wont attack him aswell.
Posted 15 years ago2009-01-01 21:10:27 UTC Post #260947
I think he wants headcrabs to attack.

The only thing I can suggest is to use a scientist.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-23 08:35:33 UTC Post #261889
like when the scientists are running in... somewhere in half-life (its been a while) and the grunts shoot them down?
Jessie JessieTrans Rights <3
Posted 15 years ago2009-01-26 23:42:44 UTC Post #262013
Sorry for the delay.

Darkie - Yes, like that. I want the character to keep moving and not respond to the player's use button, but still die at the right time.
Posted 15 years ago2009-01-27 07:06:29 UTC Post #262019
so, just so i can set something up myself and try to help, you want barney to go open a doordown a corridor, but as he's walking, headcrabs appear and kill barney without him fighting back, but just continuing to try and get to the door, right?

if i may ask, why do you not want barney to shoot at the headcrabs?

and just in case i got what you wanted wrong and you want barney to kill the crabs then go back to the door, a game_counter might be your salvation.
(so he can die along the way) but resume his path when done
its just that bit wasnt too clear.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-01-28 00:10:28 UTC Post #262053
What if you teleport the old barney out and a new barney in his place RIGHT after the AI_scripted runs?
(or even before, so the death animation doesn't play)
Might look funny, but if you can get the player to be distracted for a second or 2 it could be a seamless transition.
Tetsu0 Tetsu0Positive Chaos
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