Help with scripted_sequence. Created 8 years ago2016-01-28 17:46:48 UTC by EsprimoP EsprimoP

Created 8 years ago2016-01-28 17:46:48 UTC by EsprimoP EsprimoP

Posted 8 years ago2016-01-28 17:47:19 UTC Post #328525
I have two maps, on one map there's [/b]a door[/b], [/b]scripted_sequence[/b], [/b]trigger_multiple[/b], on the other map there's the monster who is Barney that will open the door. The trigger multiple is used because the player could touch the trigger anyway even when Barney is not there and setting the flags to No Clients and Monsters is not necessary either because there are other monsters in the map, that's why I used multiple instead of once. The problem is that when I bring Barney close to the sequence, trigger it, Barney runs to where the sequence is, just as planned, but he doesn't do anything. The sequence is supposed to play the animation intropush and trigger the door open. Instead Barney just stands there forever.

What's weird that It actually worked once... I don't know why, but now every time I try it, it just wont. I didn't change anything between the times it worked and didn't.

Here are the properties:

monster_barney
Name: barnez
Flags are unchecked, all of them.

scripted_sequence
Name: barnezunlock
Target: dr4
Delay before trigger: 1
Target Monster: barnez
Action Animation: intropush
Search Radius: 1024
Repeat Rate ms: 0
Move to Position: Run
All flags are unchecked as well, I tried checking No Interruptions and unchecking but same results.

trigger_multiple
Target: barnezrun
Delay before reset: 3
All flags unchecked

func_door
Name: dr4
etc. I don't think all the properties for the door are necessary.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-28 19:08:28 UTC Post #328526
Check the flags "repeatable", "no interruptions", and "override AI" on the scripted_sequence. For some reason, if "repeatable" isn't checked, the sequence has issues playing.
gameaddict117o7 gameaddict117o7SavebearingBoss
Posted 8 years ago2016-01-28 20:26:33 UTC Post #328528
I do not understand your use of 2 maps, or your need for a trigger_multiple vs. a trigger_once.

However, shouldn't your trigger_multiple target the scripted_sequence?
Posted 8 years ago2016-01-28 21:32:28 UTC Post #328529
@gameaddict117o7
That didn't work. Same results. Barney runs to where the sequence is, does nothing.

@Unq
Sorry I mistyped it, got confused a little bit, but I did make it trigger "barnezunlock". Also as I mentioned, Barney runs to it. But doesn't do anything.

Well, based on the storyline, player has to find Barney on another level and lead him to the switch in the current level.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-28 21:49:50 UTC Post #328531
Have u checked prisoner and wait for script?
Posted 8 years ago2016-01-29 09:58:14 UTC Post #328541
I don't even know what most flags do. I had another scripted sequence on the same level where barney is. No flags checked, animation works well. Is it because Barney has to be on the same level where the sequence is or am I supposed to just use trigger_once? I'm asking this because the map compiles for a long time.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-29 14:05:35 UTC Post #328547
It's possible that the trigger_multiple is re-triggering the scripted_sequence and toggling it off while it's still in progress. You want to use a trigger_once I think, see if that works.

The fact that he runs to the spot means it is definitely being triggered, but then it's being interrupted for some reason. You can also check the console output, use "developer 3" in the console to read detailed output on the screen while playing.
Posted 8 years ago2016-01-29 14:09:26 UTC Post #328548
I think Unq is on the right track here. But also check to make sure barney is capable of playing that animation. Open him with HLMV and check his sequences or you can always check the developer output to see if something else is happening.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 17:02:35 UTC Post #328553
Is there a way of at least coding a fgd or something that will make a trigger brush be triggered by specified monster only. I know this might sound way ahead of doing all of that, but It's what I mean exactly.

@Unq
Changing developer mode to 3 didn't give me anything useful.
It just prints out that "barnez" is found and that the scripted_sequence "barnezunlock" is playing, but Isn't. If there's nothing left to do not even use code to do what I just mentioned in the paragraph above then I'll have to sacrifice the work and start a new one.

"The trigger multiple is used because the player could touch the trigger anyway even when Barney is not there and setting the flags to No Clients and Monsters is not necessary either because there are other monsters in the map"

@Tetsu0

"What's weird that It actually worked once... I don't know why, but now every time I try it, it just wont. I didn't change anything between the times it worked and didn't."
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-29 17:22:02 UTC Post #328554
Can you please try it with a trigger_once just to see if the trigger_multiple is the problem? If it is, you can use a different method (multisource) to make sure the actual sequence is only triggered once Barney is with the player.
Posted 8 years ago2016-01-29 19:46:29 UTC Post #328555
After examining multisource on the net I also figured out to use locked doors, which was a question I wanted to add.

It was because trigger_multiple. I use trigger_once instead, put a multisource that gets triggered by another trigger_once with flags No Clients and Monsters, placement is somewhere where only Barney can reach.

Thanks for your replies.
EsprimoP EsprimoPwEight
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