Scripted sequence

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Entity description

Grabs an NPC and makes them play a specified set of animations. The NPC can be told to move to the scripted sequence position or can be told to play the script wherever they currently are. Multiple scripted sequences of the same name will frame-synchronize in the action animation once all the actors have moved to position. This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:

  1. Move to position using the specified movement animation. If "Move to Position" is set to "None", skip to step 2.
  2. If forced to wait for another actor to move to position, play the pre-action idle animation, otherwise skip to step 3. If there is no pre-action idle specified, "ACT_IDLE" is used.
  3. Fire the "OnBeginSequence" output.
  4. Play the action animation. If no action animation is specified, skip to step 5.
  5. Play the post-action idle animation. If none is specified, skip to step 6. If the "Loop in Post Idle" spawnflag is set, keep playing the post-action idle until the script is canceled. If no post-action idle animation is specified, "ACT_IDLE" is used.
  6. Fire the "OnEndSequence" output.
  7. If a next script to play is specified, hand the NPC to the next script and repeat this process for that script.

The "MoveToPosition" input runs steps 1 and 2, then waits while playing the pre-action idle animation until the "BeginSequence" input is received.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
  • m_iszEntity
<target_destination> The name or class name (such as "npc_zombie") of an NPC to use for this script.
  • m_iszIdle
<string> The name of the sequence (such as "idle01") or activity (such as 'ACT_IDLE') to play before the action animation if the NPC must wait for the script to be triggered. Use "Start on Spawn" flag or "MoveToPosition" input to play this idle animation.
  • m_iszPlay
<string> The name of the main sequence (such as 'reload02') or activity (such as "ACT_RELOAD") to play.
  • m_iszPostIdle
<string> The name of the sequence (such as "idle01") or activity (such as "ACT_IDLE") to play after the action animation.
  • m_iszCustomMove
<string> Used in conjunction with the 'Custom movement' setting for the "Move to Position" property, specifies the sequence (such as 'crouch_run01') or activity (such as "ACT_RUN") to use while moving to the scripted position.
  • m_flRadius
<float> Radius to search within for an NPC to use. 0 searches everywhere.
  • m_flRepeat
<float> Repeat Rate ms
  • m_fMoveTo
<choices> Move to Position"
Literal Value Description
0 No
1 Walk
2 Run
3 Custom movement
4 Instantaneous
5 No - Turn to Face
  • m_iszNextScript
<target_destination> The name of the script to run immediately after this script completes. The NPC will not return to AI between the two scripts.
  • m_iszEntry (in all games since Half-Life 2: Episode One)
<string> The name of the sequence (such as "reload02") or activity (such as "ACT_RELOAD") to play when the sequence starts, before transitioning to play the main action sequence.
  • m_bLoopActionSequence (in all games since Half-Life 2: Episode One)
<boolean> Loop Action Animation?
  • m_bSynchPostIdles (in all games since Half-Life 2: Episode One)
<boolean> Synch Post Idles?
  • onplayerdeath (in all games since Half-Life 2: Episode One)
If set, NPC will cancel script and return to AI

Flags

  • 4 : Repeatable
  • 8 : Leave Corpse
  • 16 : Start on Spawn - Note: this activates the "MoveTo" action only. Action Animation will occur only after the scripted_sequence has been otherwise triggered.
  • 32: No Interruptions
  • 64: Override AI
  • 128: No Script Movement
  • 256: Loop in Post Idle
  • 512: Priority Script

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • BeginSequence
Summons an NPC to act out the scripted sequence.
  • MoveToPosition
Summons an NPC to the script location. They will play their scripted idle (or "ACT_IDLE" if none is specified) until "BeginSequence" is triggered.
  • CancelSequence
Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation.

Outputs

  • OnBeginSequence
Fires when the action animation begins playing.
  • OnEndSequence
Fires when the action animation completes.
  • OnScriptEvent(01-08)
Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum (1-8) } in the QC.

Locating animations

You can use the Half-life Model Viewer tool to see all the available sequences(Animations) for the model you're using. You can find the application in the Source SDK.

When you've launched the tool go to File and load the model you want. Then go to the Sequence tab and select an animation from the dropdown menu to get the model you've select to play that animation or sequence.

What it looks like: Hlmw.jpg


See also