You don't need "On end of script1 begin script 2 Output"; you can use the Next Script property most of the time
I know these are 4 years old, but..M@sterT wrote:i tried makin an npc walk and sit down on a bench which is next to a table but he will not sit down on the bench. i tried putting the scripted sequence entity above the bench and inbetween the table but then teh npc wont even do the sequence and if i put it behind the bench but then the npc walks over to teh bench and tries to sit down in mid air
try something like:
Action Animation: d1_t01_BreakRoom_Sit02_Entry
Post Action Animation: d1_t02_Plaza_Sit02
Loop Action?: No
then tick Loop in Post idle
(I had mine sit on a brush, however because I had the same problem)
RabidGoat wrote:alright, so I have follow the instructions to the T, and something very odd happens........the person follows me and "joins my squad" instead of doing the selected script sequence. granted, Im not using Barney, but rather npc_citizen. But I don't see how that would make a difference. Anyone know why this is? Scripting is where its at!
There's a huge difference! Citizens are pains-in-the-asses and you need a ai_relationship; make them neutral about the !player