Getting Scripted Sequences to Work Together

Getting Scripted Sequences to Work Together

Re: Getting Scripted Sequences to Work Together Posted by bioweapon on Fri Oct 28th 2005 at 2:28am
bioweapon
9 posts
Posted 2005-10-28 2:28am
9 posts 1 snarkmarks Registered: Oct 28th 2005
I've been trying to make a single player
level and I would like to be
able to move a fast zombie around. I can create the zombie, and I can
make him move to the first scripted sequence just fine, but no matter
what I try, I can't get him to move to the second one. He just stands
in place and does nothing. I need to use scripted sequences because the
option of how the NPC moves to the next scripted sequence will be
really helpful later on. Can someone please explain to me how to get a
zombie to move from its starting position, to a scripted sequence, and
then to another one. It's not because the scripted sequence is out of
the NPC's sight, because I even tried having the second one in its LOS
and
it still doesn't work. I'm getting really frustrated! I've searched the
net and looked in tutorials and it seems like no one is having this
problem! I've tried output and the next script option. Nothing is
helping.

Re: Getting Scripted Sequences to Work Together Posted by omegaslayer on Fri Oct 28th 2005 at 2:51am
omegaslayer
2481 posts
Posted 2005-10-28 2:51am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
1st obvious question: Is the second sequence being triggered?
Posting And You
Re: Getting Scripted Sequences to Work Together Posted by bioweapon on Fri Oct 28th 2005 at 2:57am
bioweapon
9 posts
Posted 2005-10-28 2:57am
9 posts 1 snarkmarks Registered: Oct 28th 2005
Meh! What exactly do you mean? I tried triggering it with output. It doesn't seem to work.

Edits for the win! I've editted this post like 5 times already.

In my output for a1 (my first scripted sequence) I have "My output" as
OnEndSequence, "Target entities..." as a2 (second scripted sequence), and "Via this
input" set as BeginSequence. Is that correct? If it helps, my checked
flags are Start on Spawn, Override AI, and Loop in Post Idle.
Re: Getting Scripted Sequences to Work Together Posted by omegaslayer on Fri Oct 28th 2005 at 3:26am
omegaslayer
2481 posts
Posted 2005-10-28 3:26am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I think I remember that doesnt work (the onendsequence output), try triggering it with a relay instead. BTW you can also have the zombie follow a ai_path_assult (or something along those lines), this is helpful if you want him to rush that position (this is incase you dont want the zombie to do a scriped movement)
Posting And You
Re: Getting Scripted Sequences to Work Together Posted by Dark_Kilauea on Fri Oct 28th 2005 at 8:57pm
Dark_Kilauea
629 posts
Posted 2005-10-28 8:57pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Faceposer is also a program in the sdk. Try using path_corners if you just want them to walk from place to place.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Getting Scripted Sequences to Work Together Posted by Madedog on Fri Oct 28th 2005 at 9:32pm
Madedog
487 posts
Posted 2005-10-28 9:32pm
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Uh.. there is such thing as "next sequence"...
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: Getting Scripted Sequences to Work Together Posted by bioweapon on Fri Oct 28th 2005 at 10:41pm
bioweapon
9 posts
Posted 2005-10-28 10:41pm
9 posts 1 snarkmarks Registered: Oct 28th 2005
Next sequence didn't work either for some reason and I really don't
want to use path_corners. For one, the NPC will break out of the path
to attack. Two, the NPC only walks. You can't change it to run or
instantaneous (which I will need). I'll try to look into the choreo
scene and I'll also look at sample maps. Thanks.
Re: Getting Scripted Sequences to Work Together Posted by omegaslayer on Sat Oct 29th 2005 at 3:46am
omegaslayer
2481 posts
Posted 2005-10-29 3:46am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
assault_rallypoint, thats the entity! It will make the npc move to
assault_assaultpoint, this will make the npc assult that point, while
attacking the player, nice thing about this is you can make "paths" out
of them and the npc will follow it over obsticles and stuff.
Posting And You
Re: Getting Scripted Sequences to Work Together Posted by bioweapon on Sat Oct 29th 2005 at 4:32pm
bioweapon
9 posts
Posted 2005-10-29 4:32pm
9 posts 1 snarkmarks Registered: Oct 28th 2005
Okay. I must not have clarified this enough. I DO NOT want the NPC to
attack the player. What I want is a sort of cut scene where they all
move their pre-defined path. Now, I also want this map to have some
horror-movie-like scenes. And some of those scenes require
instantaneous movement from one location to another. As far as I can
tell, I can't do that with path corners or assault points.

Thanks for trying to help, though. I guess I just can't make what I want to :sad:
Re: Getting Scripted Sequences to Work Together Posted by Dark_Kilauea on Sun Oct 30th 2005 at 12:05am
Dark_Kilauea
629 posts
Posted 2005-10-30 12:05am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Ok, now your talking about using faceposer.

Read the documentation that came with the sdk first. You should
find a section thats all about faceposer. Once you have a scene
built, place info_targets where you want them to walk to, or stop
at. Place the names of the info_targets in the logic_coreoscene
entity.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Getting Scripted Sequences to Work Together Posted by omegaslayer on Sun Oct 30th 2005 at 9:50pm
omegaslayer
2481 posts
Posted 2005-10-30 9:50pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Okay. I must not have clarified this enough. I DO NOT want the NPC to
attack the player. What I want is a sort of cut scene where they all
move their pre-defined path. Now, I also want this map to have some
horror-movie-like scenes. And some of those scenes require
instantaneous movement from one location to another. As far as I can
tell, I can't do that with path corners or assault points.

Thanks for trying to help, though. I guess I just can't make what I want to :sad:
Okay I missed this, make an ai_relationship ent. Have it target the
zombie, and set its disposition to "ignore, or like, or something that
ISNT hate or fear" to the player. This will tell the zombie NOT to
attack the player and go off of his set course.

Edit: the entity is called ai_relationship, set the subjects (aka the
zombies) then the target (The player which you can use !player), then
set the disposition to "Neutral".
Posting And You