aiscripted_sequence
aiscripted_sequence
is a point entity available in Half-Life series and Ricochet.
Using the scripted_sequence entity as base, the aiscripted_sequence entity inherits the same responsibility of making a monster entity move to a specific location and/or perform a given animation. The primary difference being that it completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence.
aiscripted_sequence was also used early on in the development of Half-Life 2, and can be found in leaked maps.
Key Values
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Target:
- Target
(target)
<targetname> - The targetname of an entity this entity will trigger when activated.
TargetX:
- Delay before trigger
(delay)
<integer> - Delay in seconds before firing the targeted entity.
- Killtarget
(killtarget)
<targetname> - Entity to remove when activated.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - 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.
- Target Monster
(m_iszEntity)
<string> - The name of the monster entity that this sequence affects. You can also input a monster classname
- Action Animation
(m_iszPlay)
<string> - The name of the animation that will be performed by "Target Monster".
- Search Radius
(m_flRadius)
<integer> - If you input a monster classname 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)
<integer> - How often to check if a monster is within the search radius. A check will be made even if search radius is zero, so set this to a large value if it's not used.
- Move to Position
(m_fMoveTo)
<choices> - Sets how (or if) the monster moves before performing the animation:
# Description 0 No 1 Walk 2 Run 4 Instantaneous 5 No - Turn to Face
- AI Schedule when done
(m_iFinishSchedule)
<choices> - Defines what happens to the monster's AI when the sequence is completed/canceled.
# Name Description 0 Default AI The AI will order the monster to clear it's schedule (kinda like a "reset"). It will resume normal behavior afterwards. 1 Ambush The AI will order the monster to go into an "ambush" schedule. That is to wait for an infinite period of time unless it see an enemy or take damage.
Flags
Repeatable : [4]
Leave Corpse : [8]