Hi! My apologies if I'm in the wrong section, even though I've read "modding".

I'm not sure if I'm using the correct words, but I cannot find anything online related to cancelling/interrupting scripted_sequences for Half-Life 1.
Basically, I have a scripted_sequence "seq1", with a female assassin "assassin1" that, when activated, walks towards it.
It works normally, the monster walks towards its destination uninterrupted unless I damage it and have the flag unchecked.

However, I want to be able to interrupt the monster mid-sequence without actually having to deal damage to it, but triggering the cancellation somehow. So far, I've tried a combination of solutions: Trigger relays with different states, directly triggering the scripted_sequence again mid-sequence, and checking/uchecking the Override AI, even though by description the flag has no relation to what I'm looking for. I tried triggering another scripted_sequence with and without Override AI just in case while mid-sequence of the original one, and it seems like the monster just really has to finish the original sequence.

The code for the sequence is messy, and I'd leave figuring out the code and monster/sequence resets and cleanups as last resort.