Yes, definitely using episode 1. 

I wasn't aware of the prop_ragdoll thing. It is sort of a violent death 
(electrocution from force lightning). I'll give that a go. Alternative would be 
to do two scenes (one with the death, and one without) and then splice them 
(this is for a machinima)


Thanks for the help


Chad

> Date: Sat, 19 Apr 2008 18:46:26 +0100
> From: [EMAIL PROTECTED]
> To: [email protected]
> Subject: Re: [hlcoders] logic_choreographed_scene & killing off npcs
> 
> There aren't any animations for death because it's all handled with 
> ragdolls.
> 
> I just tried BecomeRagdoll and it worked for me (you must be using the 
> ep1 engine?), but it's no use as the entity is removed afterwards anyway!
> 
> Here's the debug output for a scene I modified to kill one of its actors:
> 
> >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     1.11:  start 
> > citizen : Speech : Kill -- firetrigger "1"
> >     (3.33) output: (logic_choreographed_scene,scene) -> 
> > (citizen,SetHealth)(0)
> >     (3.33) input scene: citizen.SetHealth(0)
> >        3.330[222] sv:  scenes/arco/cop_reveal.vcd : removed for 'citizen'
> >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     1.17:  canceled
> >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     1.17:  finished
> >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     0.00:  
> > clearing events
> >     CreateEvent: event 'entity_killed' not registered.
> >        3.330[222] cl:  scenes/arco/cop_reveal.vcd :     0.00:  
> > clearing events
> >        3.330[222] cl:  scenes/arco/cop_reveal.vcd :     0.00:  
> > clearing events
> >     (3.63) input citizen: citizen.KilledNPC()
> Doesn't look like there's any clean way around this without code. 
> Perhaps you could teleport the actor somewhere else on the trigger and 
> replace him with a spawned prop_ragdoll? Depends on whether it's a 
> violent death I suppose.
> 
> Chad Lehman wrote:
> > Hi Tom,
> >
> >
> > I tried the BecomeRagdoll input, but it didn't affect the NPC. 
> >
> > Splitting the scene didn't seem to work either, as I tried to fire a second 
> > scene right after setting the NPC's health to 0.
> >
> > As a way of debugging this, I set the guy's health to 100--he still lived 
> > of course--and the scene played as normal.
> >
> > Is there an animation I could use that looks like someone just collapsing? 
> > I tried setting the "action" animation of a scripted sequence to "ragdoll", 
> > but then he just stood there in the "T" pose.
> >
> > Thank you
> >
> >
> > Chad
> >
> >   
> >> Date: Sat, 19 Apr 2008 15:55:37 +0100
> >> From: [EMAIL PROTECTED]
> >> To: [email protected]
> >> Subject: Re: [hlcoders] logic_choreographed_scene & killing off npcs
> >>
> >> Isn't there a BecomeRagdoll input now? That might help. You could also 
> >> try splitting the scene in two.
> >>
> >> Chad Lehman wrote:
> >>     
> >>> I'm having some difficulty killing off an NPC.
> >>>
> >>> He's supposed to die on a trigger (trigger 5 of 7)...
> >>>
> >>> If I don't kill him off, the rest of the logic_choreographed_scene keeps 
> >>> running fine.
> >>>
> >>> If I set his health to zero on trigger5, the scene grinds to a halt.
> >>>
> >>> The only flag I see is "on player death" do nothing; but this isn't a 
> >>> player... it's an NPC.
> >>>
> >>> Is there a reason why this happens? What could I do to fix it?
> >>>
> >>>
> >>> Thanks!
> >>>
> >>>
> >>> Chad
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