I got a problem. I have a Npc_crow Named crow1 with it's hint group value set to flyto1. I have a info_node_hint laying on a nodraw texture with it's hint group value set to flyto1, and it's hint value set to Crow: fly to point, and a output saying:on npc start using, trigger Crow_sequence, begin scripting. I have a scripted_sequence named Crow_sequence, with it's target npc value set to crow1, the action animation is set to eat_a, and it have a output called: on end sequence, target crow1, flyaway, I have the flags; override AI, and No interruptions ticked. I have a trigger_once that ontrigger, targets template_crow(wich is a point_template with the template 1 value set to crow1), forcespawn.

I also have some info_node_air's between the bird and the info_node_hint
I want the crow to forcespawn when triggered by the trigger_once, fly to the info_node_hint wich are laying on a nodraw texture brush. Then i want it to play the scripted_sequence, when the script is done, i want it to fly away to another info_node_hint on another nodraw texture (only if scared by player)

This is what happens: The trigger_once forcespawn the crow with the Point_template(worked). The bird forcespawns and fly to the info_node hint(and then it goes wrong), the bird try to land on the info_node_hint, but instead of landing, it just starts bouncing around near the node_hint, failing to land on it. After a few seconds of bouncing it plays the scripted_sequence, and then it starts bouncing again.

DAAARGH! WHAT SHOULD I DO!? :nya: I'll start all over again if nessecary.