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.