Like the scripted_sequence entity, the aiscripted_sequence entity allows you to make a monster entity move to a specific location and/or perform a given animation. Unlike scripted_sequence, aiscripted_sequence completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence.
Target (target) - When this entity is triggered, it will trigger the entity specified in Target.
Delay before trigger (delay) - Target and KillTarget will be triggered this many seconds after the animation is performed.
KillTarget (killtarget) - When the sequence is completed, the entity that is specified in KillTarget will be removed from the game.
Name (targetname) - Name is a general attribute used to identify entities.
Pitch Yaw Roll (Y Z X) (angles) - The monster will turn to face the given yaw angle before performing the animation. Pitch and roll are not used.
Target Monster (m_iszEntity) - The name of the monster entity that this sequence affects. You can also input a monster type (monster_scientist, for example). (Only one monster will be chosen to follow the sequence.)
Action Animation (m_iszPlay) - The name of the animation that will be performed by Target Monster.
Search Radius (m_flRadius) - If you input a monster type into Target Monster, the entity will pick a monster within this radius of the entity to follow the sequence. If none are within the radius, the first monster to enter the radius will follow the sequence.
Repeat Rate ms (m_flRepeat) - Seemingly unused.
Move to Position (m_fMoveTo) - Sets how (or if) the monster moves before performing the animation:
No (0) - The monster will not move or turn. It will perform the animation wherever it is.
Walk (1) - The monster will walk to the aiscripted_sequence, then perform the animation.
Run (2) - The monster will run to the aiscripted_sequence, then perform the animation.
Instantaneous (4) - The monster will instantly warp to the location of the aiscripted_sequence and perform the animation.
No - Turn to Face (5) - The monster will not move, but will turn to the aiscripted_sequence's angle before performing the animation.
AI Schedule when done (m_iFinishSchedule) - Doesn't seem to do anything.
Repeatable (4) - If enabled, the sequence can be repeated more than once. Otherwise the entity will be removed once the sequence is complete.
Leave Corpse (8) - If a character dies in a script with this flag set, it's animation is frozen in the last position, and a "corpse" is left. Otherwise, dead characters will fade out.
Any damage taken by the monster while the sequence is running will take effect when the sequence finishes. If another aiscripted_sequence targets the monster immediately afterwards, then the monster will take the damage at the end of the string of sequences.
You can use a model viewer to see the animations available to each monster.
A scripted_sequence entity with the "No Interruptions" flag checked is practically identical to an aiscripted_sequence, but with a handful more options.
m_iFinishScheduleset to Default AI (
0), but will wait until the vent is broken when that keyvalue is set to Ambush (