Scripted_Sequence

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Postby Grim Reaper on Tue Jun 07, 2005 3:33 pm

You say you can find the sequences in the model veiwer, ive looked all through the list for Alyx and i cannot find one that will make her kiss the player.

Any help?
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Postby Tenma on Sun Jun 19, 2005 7:45 pm

If i want to make an npc sit on a bench, where am i supposed to drop the Scripted_Sequence?

1. On the bench? (where to be precise? through it, so that it reaches the floor?)
2. Before the bench?

i've tried numerous things but my npc_citzen is just being pig headed and keeps standing.

reply to me ;P
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Postby Grim Reaper on Sat Jul 02, 2005 5:48 pm

Forget the kiss one, i need a action animation name that will make the combine crouch for cover. I looked in the model veiwer and tried the name but it didnt work, as soon as the combine got to the barricade, he dissapeared. Help please.

BTW he is still there, not crouching, just invisible.
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how do i make npcs like alyx or barney follow me?

Postby rudeboy on Sun Aug 07, 2005 8:11 pm

how do i make a npc (besids the citizens) follow me
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Postby chechi on Sun Sep 11, 2005 6:33 am

Great, simple to learn tuturial, thanks. But I have one problem, for the Action Animation, I have him set to Idle_to_Sit_Chair, and he does the animation, then 2 seconds later stands back up in his default idle animation. I want him to stay in the Idle_to_Sit_Chair. How do I do that? Any help would be appreciated. Thanks.
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Postby Blink on Sun Sep 11, 2005 9:26 am

If it's after the Action Animation has performed, then use the Post Action Animation field.
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Postby ShoGun on Sun Oct 30, 2005 4:54 pm

When my barney1 enters another map, with trigger_changelevel, the scripted_sequence's won't work. Did he get his name changed or removed so that the script's don't apply.
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Postby PolarBear on Mon Jan 02, 2006 7:15 pm

hey how can you change the trigger to an area on the map, like a trigger brush?
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Postby Blink on Mon Jan 02, 2006 11:03 pm

Create a trigger_once by making a brush where you want the trigger then CTRL-T it to a trigger_once. The apply the same outputs
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Postby FutureShock on Tue Jan 17, 2006 7:57 am

Thanks for the Tut.

It might be worth mentioning that the scripted_sequence cannot be farther then 592 units apart (On Center) without using info_nodes. I will do more testing tomorrow using barriers and then update as needed.
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Postby Nick99 on Sat Mar 18, 2006 2:23 am

Where can I see all the animations?Because I want to make one where he's walking and muttering like in trainstation,but I don't know the script name!help!
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Postby shiftybill on Thu Jan 11, 2007 10:32 am

great tutorial dude very precise and thorough
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Postby Kodox on Wed Jan 17, 2007 9:56 pm

I have a question. Scripting is great, but I want my npcs to talk. I want to drive up to a guy and have him yell somehting like "Hey over here!" or "Get in here quick"

How would I go about doing something like this?


Sorry about the thread bumping but it is better than making a whole new thread...right?
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Postby Blink on Thu Jan 18, 2007 12:40 am

Hey,

It isn't really thread bumping in here, as the discussion relates to posted tutorials rather then normal thread.

To do what you asked requires a level of skill in faceposer to be able to get an NPC to animate and also talk at the same time. It's a little daunting at first but easy enough if you give it a go.

This helped me out - click.
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Postby Kodox on Thu Jan 18, 2007 11:37 pm

You mean............Just to have an npc say something..with no animation....requires.....We are talking about....(Quit being so lazy Kodox.)
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