scripted_sequence
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scripted_sequence
is a point entity available in Half-Life. (also in Ricochet)
A scripted_sequence typically takes a Target NPC which can be set to either move to the sequence's position or play the sequence's animation at the NPC's current position. When the NPC is ready to begin the sequence, it will play the specified animation(s) in a special scripted state which may or may not be interrupted depending on the scripted_sequence's settings.
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".
- Idle Animation (m_iszIdle) <string>
- The name of an animation you want "Target Monster" to perform on a loop until the scripted_sequence is triggered.
- 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
Flags
Repeatable : [4]
Leave Corpse : [8]
No Interruptions : [32]
Override AI : [64]
- Treat this entity like an aiscripted_sequence.
No Script Movement : [128]