Scripted Sequences Created 17 years ago2006-05-09 18:27:07 UTC by Exos Exos

Created 17 years ago2006-05-09 18:27:07 UTC by Exos Exos

Posted 17 years ago2006-05-09 18:27:07 UTC Post #179228
Okay so I just started to learn about scripted sequences, but everytime I try to do one it doesn't work right. This is what I do tell me what is wrong.

I want to start with the basics. First I made a room divided by a glass wall with one door. I put an info_player_start on one side, and an npc_breen on the other side. Then I named the npc, "Breen" and put a scripted sequence by the door. I went into the scripted_sequence's properties. It's target npc is Breen so I set that. Now I am unsure how to do this next part. I want him to walk to where the scripted sequence is by the door. I set the "Move to position" to walk. That is all I want him to do for now. When I compile the map, he is in one spot then he kinda like appears to the other spot really quick. How do I make him walk to the door!? I set his "move to position" to walk, I don't know whats wrong. I need some help.
Posted 17 years ago2006-05-10 09:19:02 UTC Post #179289
Not much of a professional with scripts but would it not be easier to just make Breen follow path_corners or path_tracks...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-11 09:21:36 UTC Post #179456
Well, I can think of one posseble thing that could have went wong.
You say that he "teleports" to the scripted sequence, right?

Well, there are one option for that in properties, and one flag for it.
Check if any of them are activated.

The one in properties is;
Move to position
Where you can set him to walk, run, face, "instantentanious" or custom movement.
I think this "instantanious" thing teleports him, so, check if it is selected.
If it is, change it to walk or something..

Anyways, it it isn't selected, try remaking the scripted_sequence.
If that doesn't work, try an other NPC (just to see if it really works)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-11 11:56:32 UTC Post #179483
You might try an aiscripted_schedule instead of a sequence, though that doesn't grab the npc like a scripted_sequence.

Also, if you get it fixed, Exos, please post your solution!
Posted 17 years ago2006-05-11 12:02:43 UTC Post #179484
Just curious,, what do you use to trigger your scripted sequence, or is on spawn or timed from spawn?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-11 14:48:19 UTC Post #179497
It is on spawn. And yes the "move to position" is on walk.
Posted 17 years ago2006-05-13 07:22:06 UTC Post #179731
(You might already have sloved this, but anyway)

So did you use a logic_auto? (For the on map spawn thingy)
In that case, how did you setup the "on map spawn" output?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-15 14:09:35 UTC Post #180260
It appears that the scripted_sequence doesn't automatically get to the Action Animation phase with the "Start On Spawn" flag. It will only trigger the MoveTo. It has to be triggered to actually perform the Action Animation (and proceed to the Next Sequence, if specified).
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