Wouldn't it just refuse to compile? I know that's not the case, however, since I've added entities after that and they worked just fine. Just this teleport master is giving me grief. Well, anyway, no matter what I did, it wouldn't work.
So, is there a way I can trigger events to take place after a monster's death if it is spawned from a monstermaker?
UPDATE: After trying everything, I decided to make the monster bust through a wall after having been spawned at the beginning of the map, and the wall busting is supposed to then trigger an aiscripted sequence that makes the creature walk up to the location and beat barney, the sequence is set to then kill target barney and trigger large amounts of env_blood (Which is white, despite having been set to red), thus removing him from the game. All of that works except the sequence, because the monster refuses to follow that sequence, once again, standing there like a jackass, doing nothing. Is it normal for scripteds and aiscripteds to be buggy and never work?
In fact, the scripted sequences NEVER seem to work if they are set to be triggered...except for the ones that barney and the scientists are assigned, A lot of times, the sequences work only when they are not named, and I merely fill the target monster field. As soon as try to trigger them, they just refuse to work.
Also, could anyone explain in better detail what the:
WaitTillSeen, WaitForScript flags? It's treated like some dirty secret. Neither seem to do fuck all.