Repeating scripted sequences Created 19 years ago2004-07-17 18:19:38 UTC by LlamaRama LlamaRama

Created 19 years ago2004-07-17 18:19:38 UTC by LlamaRama LlamaRama

Posted 19 years ago2004-07-17 18:19:38 UTC Post #42380
Remember how in Half-Life scientists would run away and cower when shot? I want them to do it when they see the player in my SP map pack, but I can't get them to repeat the cowering animation. I have though of using a looped multi_manager, but then I would need to know exactly how long the animation lasted, which HLMV doesn't show. My second problem is that even when I have 'Prisoner' and 'Gag' ticked, they still talk when I press use.

Thanks for the forthcoming handy hints... :zonked:
Posted 19 years ago2004-07-17 18:22:59 UTC Post #42381
im sure the new fgd has "ignore player" flag in it.
Posted 19 years ago2004-07-18 05:11:58 UTC Post #42483
Nope ;) Spirit of half-life hath tainted try smutty soul
Posted 19 years ago2004-07-19 06:59:47 UTC Post #42756
Hi- I'm still waiting for some help here!!! :lol:
Posted 19 years ago2004-07-19 07:09:48 UTC Post #42760
Firstly: HLMV shows the fps and the frameamount of every animation. Use what your mathteacher told you at school!
Secondly: The 'gag' flag only keeps the monsters from randomly talking.

I think what you want is not quite possible.
When you loop an animation by triggering it again and again, the monster will shortly jump back into the idle pose after the animation finished.
Just set the 'target' field of you aiscripted_sequence to itself. You don't need no multi_manager.
Posted 19 years ago2004-07-19 14:17:21 UTC Post #42820
My HLMV only shows the number of frames, but not the FPS rate?? :o
Posted 19 years ago2004-07-19 16:57:52 UTC Post #42873
Get the HL tool pack: Hit me!
Or download Jeds HLMV here: Spank me!
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