[CS1.6] Scripted_sequence Created 10 years ago2013-10-22 10:08:47 UTC by Malle Malle

Created 10 years ago2013-10-22 10:08:47 UTC by Malle Malle

Posted 10 years ago2013-10-22 10:08:47 UTC Post #316413
I have read that scripted_sequence was removed from Counter-Strike 1.6,

so i'm wondering how to reconstruct this situation with different entities?
Posted 10 years ago2013-10-22 10:40:17 UTC Post #316414
Where did you hear this?
A year and a half ago it worked when skals tested it.
Stojke StojkeUnreal
Posted 10 years ago2013-10-22 11:51:30 UTC Post #316417
i added

@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 16) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
	0 : "No"
	1 : "Walk"
	2 : "Run"
	4 : "Instantaneous"
	5 : "No - Turn to Face"
]
spawnflags(Flags) =
[
	4 : "Repeatable"	: 0
	8 : "Leave Corpse"	: 0
	32: "No Interruptions"	: 0
	64: "Override AI"	: 0
	128: "No Script Movement" : 0
to my FGD

and it didn't do anything when i triggered it lol
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