Embarassingly simple scripted sequence Created 14 years ago2009-11-11 07:20:47 UTC by quailcreek quailcreek

Created 14 years ago2009-11-11 07:20:47 UTC by quailcreek quailcreek

Posted 14 years ago2009-11-11 07:20:47 UTC Post #275441
I apologize for this question in advance. I just picked Valve Hammer back up after years away from it, and most tutorials that were available in the day are no longer. I'm trying to set up a scripted sequence in which the target monster runs to the position of the scripted_sequence and stops. That's it. No animations or additional triggers. I thought that the following parameters would work:

scripted_sequence
Name: barney_ss
Target Monster: barney
Move to Position: Run

monster_barney
Name: barney

trigger_once
Target: barney_ss

But they didn't. I'd appreciate some help.
Posted 14 years ago2009-11-11 08:42:43 UTC Post #275442
How far is he from the destination? Is it a difficult path for an NPC? You may need to add pathing now, because it looks like it should work.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-11 18:21:12 UTC Post #275485
It may be a little more complicated than I said it was. The monster I want to perform the scripted sequence comes from a monstermaker (I didn't mention that earlier because I didn't think it would make a difference). I have given the monstermaker a Childrens' Name which is the scripted_sequence's target monster. I am triggering the scripted_sequence with a multimanager, which itself is triggered by the monstermaker. The idea is that I want the monster to spawn in and immediately run to a given position.

The scripted_sequence is in plain sight of the monster, so the path can't be the problem.
Posted 14 years ago2009-11-12 03:23:22 UTC Post #275511
I think it has been said monstermaker monsters dont take scripted_sequences too well (correct me if im wrong). If youre only using 1, try teleporting a barney in instead.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-11-12 08:04:00 UTC Post #275517
Hmm, no I'm using an infinite number of them. That's unfortunate. Maybe it can't be done. But if anyone has any ideas, I'll try them out.
Posted 14 years ago2009-11-12 08:29:19 UTC Post #275518
Make sure there is some sort of delay (even a slight one, .01s) between when the monstermaker spawns the NPC and when the multimanager is fired, otherwise activating the SS will probably do nothing.

If this is even possible in HL1, as I have become accustomed to Source I can't quite remember if you can set delays. You might need to have a separate relay or something to start the script with a delay.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 14 years ago2009-11-12 10:42:12 UTC Post #275526
You can set a delay on any of the multimanager's targets, which I did with the scriped_sequence. The multimanager itself, however, is set to trigger without delay when the monstermaker is activated. I guess I could try putting a delay on that.
Posted 14 years ago2009-12-22 13:55:47 UTC Post #276857
check repeatable in the scripted_sequence flag
You must be logged in to post a response.