How to teleport an Grunt? Created 7 years ago2017-01-02 22:59:55 UTC by Dallas Dallas

Created 7 years ago2017-01-02 22:59:55 UTC by Dallas Dallas

Posted 7 years ago2017-01-02 23:00:31 UTC Post #332953
I'm trying to teleport a grunt in vanilla HL and am having some issues.

I have a monster_human_grunt off in a hidden room.
When I hit a trigger I want him to teleport to a specific position and then at that point resume normal AI, and if he sees me, fight me per usual.

For some reason I can't get this to work with a scripted_sequence. No matter what I do, the grunt will teleport, but then will NOT fight me and will stay idling in the position he teleported to. I can walk right up to him and he will not react. He will only fight me after I damage him first. If I put the scripted_sequence off the ground he will even stay hovering until I damage him then he will drop to the floor and work.

I've tried all combinations of flags on and off, action/idle animations set or left blank, search radius to 0 etc...

Does anyone have an example of doing this and it working correctly?

Thanks for your help.

(I don't want to use a monster_maker because as far as I can tell, I cannot choose a monster's loadout with a monster maker. I want my grunt to have a shotgun and no grenades.)

(also, I can set this up with a complicated hack of pushing the grunt into a trigger_teleport, but, i'd rather do it more elegantly if possible)
Posted 7 years ago2017-01-03 08:24:51 UTC Post #332956
i remember doing this in my beach map, but that was way back when and I pretty sure I used trigger teleport, it's not particularly complicated
Posted 7 years ago2017-01-03 11:18:11 UTC Post #332957
Try using another scripted_sequence that has walk or run to mark that instantly ends, i think that's how teleport was intended to be used.
Posted 7 years ago2017-01-03 16:27:59 UTC Post #332958
"another scripted_sequence that has walk or run to mark that instantly ends"

Could you clarify this Solo?

Do you mean first walk him to a new SS, then from that first one have him teleport to a second SS?
Posted 7 years ago2017-01-03 16:43:16 UTC Post #332959
I found a user with the same problem in a thread here:

http://twhl.info/forums.php?thread=19137

Looks like the solution was to target the Scripted_sequence a second time after the grunt is teleported????

That seems really weird, but I've seen stranger things.

I'll try it when I'm home and report back.

Thanks!
Posted 7 years ago2017-01-03 17:00:30 UTC Post #332960
That makes sense, if a scripted sequence tries to possess an entity and it can't, it'll cancel itself (and all other scripts with the same name) instead. So triggering an active script just cancels it.
Posted 7 years ago2017-01-03 21:21:13 UTC Post #332963
Confirmed. Triggering twice works. :)
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