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Currently, when an NPC (e.g npc_fastzombie) is the target of an active scripted_sequence, it's OnFoundEnemy and OnFoundPlayer outputs do not fire. I would expect these outputs to fire when the Override AI spawnflag on the scripted_sequence is unchecked.
Could NPCs passively run LOS while in sequences?
Basically the Requirements
NPC has an enemy (player or other NPC) set by ai_relationship or through other means
NPC is set as the Target NPC keyvalue of a scripted_sequence
scripted_sequence has Override AI spawnflag unchecked
BeginSequence output is fired to scripted_sequence
OnFoundPlayer/OnFoundEnemy outputs fire from the NPC despite being part of an active sequence
I am trying to make a scripted_sequence where the npc_fastzombie wanders around the map with scripted sequences but is interrupted and begins to attack when it sees the player.
The text was updated successfully, but these errors were encountered:
Heres some additional context. The Bendy is walking in a scripted_sequence but doesn't attack me until I fire CancelSequence
I want to be able to cancel the sequence with an output when the Bendy can see me.
Which component should be improved?
Entity
Describe your suggestion
Currently, when an NPC (e.g
npc_fastzombie
) is the target of an active scripted_sequence, it'sOnFoundEnemy
andOnFoundPlayer
outputs do not fire. I would expect these outputs to fire when theOverride AI
spawnflag on the scripted_sequence is unchecked.Could NPCs passively run LOS while in sequences?
Basically the Requirements
ai_relationship
or through other meansTarget NPC
keyvalue of a scripted_sequencescripted_sequence
hasOverride AI
spawnflag uncheckedBeginSequence
output is fired toscripted_sequence
OnFoundPlayer
/OnFoundEnemy
outputs fire from the NPC despite being part of an active sequenceI am trying to make a scripted_sequence where the
npc_fastzombie
wanders around the map with scripted sequences but is interrupted and begins to attack when it sees the player.The text was updated successfully, but these errors were encountered: